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<blockquote data-quote="Sniperfox47" data-source="post: 6294472" data-attributes="member: 6776026"><p>I have to agree. I'd much rather see you change those two classes to Heal Life and just remove the creature targets than remove the element targets, it simplifies the spell list without the need to simplify the rules for it.</p><p></p><p>That being said, it might not be good for balance. I don't know how big of an issue casters having access to heal is in the long run, but it'd basically make it super easy for a caster to pick up one spell list so they could heal all their buddies.</p><p></p><p>Some elements wouldn't fit good with that system, but everything would have an element. Basically "Heal Life" could replace Heal Animal, Fey, and Plant, "Heal Death" could replace Heal Undead (And for healing corpses to keep them from decaying <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ), and you'd have Heal Earth, Metal, Crystal, and Nature to heal objects and constructs.</p><p></p><p>Could take Heal...Ooze(?) to heal plastic, or Heal Ice to fix your Ice Castle, but most of the rest would be limited in their potential. Basically you change the list of high priority Heal spells for a caster down from 3(animal/plant/fey)/1(undead)/1(mechanical) (for clerical, necromantic, and mechanistic) to 1(life)/1(death)/2(metal/nature).</p><p></p><p>I'm not sure how elementals would fit in there though. They might be difficult to heal if they're not one of the material elements, but I'm not clear on what creature type they fall under anyways...</p></blockquote><p></p>
[QUOTE="Sniperfox47, post: 6294472, member: 6776026"] I have to agree. I'd much rather see you change those two classes to Heal Life and just remove the creature targets than remove the element targets, it simplifies the spell list without the need to simplify the rules for it. That being said, it might not be good for balance. I don't know how big of an issue casters having access to heal is in the long run, but it'd basically make it super easy for a caster to pick up one spell list so they could heal all their buddies. Some elements wouldn't fit good with that system, but everything would have an element. Basically "Heal Life" could replace Heal Animal, Fey, and Plant, "Heal Death" could replace Heal Undead (And for healing corpses to keep them from decaying ;) ), and you'd have Heal Earth, Metal, Crystal, and Nature to heal objects and constructs. Could take Heal...Ooze(?) to heal plastic, or Heal Ice to fix your Ice Castle, but most of the rest would be limited in their potential. Basically you change the list of high priority Heal spells for a caster down from 3(animal/plant/fey)/1(undead)/1(mechanical) (for clerical, necromantic, and mechanistic) to 1(life)/1(death)/2(metal/nature). I'm not sure how elementals would fit in there though. They might be difficult to heal if they're not one of the material elements, but I'm not clear on what creature type they fall under anyways... [/QUOTE]
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