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General Tabletop Discussion
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Cleric Healing per Day
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<blockquote data-quote="wedgeski" data-source="post: 3123796" data-attributes="member: 16212"><p>Hi all. So I have this homebrew that's been brewing for a while, and in it, there is no Divine magic at all. Apart from all of the other changes this introduces (which I don't really want to talk about), one of the most significant is of course the removal of Divine healing from the game. Instead of simply giving other spellcasters the healing spells, I thought I would experiment with a combination of other effects: improved alchemy, and improved Skills & feats, for example. The upshot is that healing will probably be spread around the party rather than invested in one character.</p><p></p><p>My biggest problem is balancing the new abilities in a predictable fashion; in other words, I need to know whether or not the new abilities are more or less powerful than a Cleric at the same level.</p><p></p><p>So I thought it would be fun to slap a spreadsheet together which tries, with a few abstractions, to show how much a Cleric of a particular level will heal (in hit points) per day. I can then use this is a baseline for the new rules.</p><p></p><p>The basis is this: a Cleric's total spellcasting power is his spells per day + Wis bonus + Healing domain (if applicable). If we assume a certain percentage of spells are spontaneously swapped out for healing, and that when he does this he swaps it out for the healing spell of the same level (the sheet's biggest assumption), then we can pretty easily calculate average hit points healed per day per level.</p><p></p><p>The spreadsheet is attached - please feel free to play with it and for anyone out there who's inclined, check out the methodology and let me know if you have any comments. There are a few changable parameters (highlighted in blue) and it gets pretty interesting mucking around with those. Enjoy!</p></blockquote><p></p>
[QUOTE="wedgeski, post: 3123796, member: 16212"] Hi all. So I have this homebrew that's been brewing for a while, and in it, there is no Divine magic at all. Apart from all of the other changes this introduces (which I don't really want to talk about), one of the most significant is of course the removal of Divine healing from the game. Instead of simply giving other spellcasters the healing spells, I thought I would experiment with a combination of other effects: improved alchemy, and improved Skills & feats, for example. The upshot is that healing will probably be spread around the party rather than invested in one character. My biggest problem is balancing the new abilities in a predictable fashion; in other words, I need to know whether or not the new abilities are more or less powerful than a Cleric at the same level. So I thought it would be fun to slap a spreadsheet together which tries, with a few abstractions, to show how much a Cleric of a particular level will heal (in hit points) per day. I can then use this is a baseline for the new rules. The basis is this: a Cleric's total spellcasting power is his spells per day + Wis bonus + Healing domain (if applicable). If we assume a certain percentage of spells are spontaneously swapped out for healing, and that when he does this he swaps it out for the healing spell of the same level (the sheet's biggest assumption), then we can pretty easily calculate average hit points healed per day per level. The spreadsheet is attached - please feel free to play with it and for anyone out there who's inclined, check out the methodology and let me know if you have any comments. There are a few changable parameters (highlighted in blue) and it gets pretty interesting mucking around with those. Enjoy! [/QUOTE]
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Cleric Healing per Day
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