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Cure/inflict wounds spells revision
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<blockquote data-quote="Hrothgar Rannúlfr" data-source="post: 5093972" data-attributes="member: 54436"><p>For me, it's too complex because I don't want to compare the hit die types and adjust for the type and, then, multiply to find the result. It's at least one step too many, considering how often healing occurs in the game. Especially, when the idea of Mass Cure and Mass Heal is considered. </p><p></p><p>Also, as I've already mentioned, I don't think the HD type captures everything that should be adjusted for. Two fighters of the same level can have vastly different HP totals due to differences in rolls for HP, differences in Constitution, differences in feat selection, etc... I feel the total max hit point number is more important than the various Hit Die types, if any adjustment is going to be made, at all, to the RAW Cure spells based on the target beyond the target's HD total.</p><p></p><p></p><p>That's just shows how tightly the 3.x ruleset is woven. Change one thing and it cascades through the system, sometimes in unexpected ways. If we up the potency of the lesser level healing spells, it becomes necessary to adjust the higher level healing spells, too. So, Heal would need to be adjusted, too, in a similar way.</p><p></p><p>Using the last option that I presented, heal would need to be adjusted as follows:</p><ul> <li data-xf-list-type="ul"><strong>Cure Wounds I:</strong><br /> 1d8 +1 per caster level (max +5) +1 per HD of target (max +5)<br /> </li> <li data-xf-list-type="ul"><strong>Cure Wounds II:</strong><br /> 2d8 +1 per caster level (max +10) +2 per HD of target (max +20)<br /> </li> <li data-xf-list-type="ul"><strong>Cure Wounds III:</strong><br /> 3d8 +1 per caster level (max +15) +3 per HD of target (max +45)<br /> </li> <li data-xf-list-type="ul"><strong>Cure Wounds IV:</strong><br /> 4d8 +1 per caster level (max +20) +4 per HD of target (max +80)<br /> </li> <li data-xf-list-type="ul"><strong>Heal:</strong><br /> 10hp per caster level (max 150) +6 per HD of target (max +90)</li> </ul><p></p><p>Whatever we do to the lower level spells, we've got to carry through to similar higher level spells.</p><p></p><p></p><p>It doesn't even work that way in the RAW, Hawken. Look at Cure Critical Wounds in the SRD. It tops out at 20th level even though Heal tops out at 15th level. So, while I see your logic for saying this, I don't think it's necessary to follow that logic because the amount of healing provided by Heal from a 15th (or higher) level caster is the equivalent of 25d8 (112hp on average) more hp healed than the average for the RAW Cure Critical Wounds cast by a 20th level caster (average 38hp by RAW).</p><p></p><p>It's perfectly OK for Heal to top out at 15th and for lower level spells to top out at 15th and 20th, respectively.</p></blockquote><p></p>
[QUOTE="Hrothgar Rannúlfr, post: 5093972, member: 54436"] For me, it's too complex because I don't want to compare the hit die types and adjust for the type and, then, multiply to find the result. It's at least one step too many, considering how often healing occurs in the game. Especially, when the idea of Mass Cure and Mass Heal is considered. Also, as I've already mentioned, I don't think the HD type captures everything that should be adjusted for. Two fighters of the same level can have vastly different HP totals due to differences in rolls for HP, differences in Constitution, differences in feat selection, etc... I feel the total max hit point number is more important than the various Hit Die types, if any adjustment is going to be made, at all, to the RAW Cure spells based on the target beyond the target's HD total. That's just shows how tightly the 3.x ruleset is woven. Change one thing and it cascades through the system, sometimes in unexpected ways. If we up the potency of the lesser level healing spells, it becomes necessary to adjust the higher level healing spells, too. So, Heal would need to be adjusted, too, in a similar way. Using the last option that I presented, heal would need to be adjusted as follows: [LIST] [*][B]Cure Wounds I:[/B] 1d8 +1 per caster level (max +5) +1 per HD of target (max +5) [*][B]Cure Wounds II:[/B] 2d8 +1 per caster level (max +10) +2 per HD of target (max +20) [*][B]Cure Wounds III:[/B] 3d8 +1 per caster level (max +15) +3 per HD of target (max +45) [*][B]Cure Wounds IV:[/B] 4d8 +1 per caster level (max +20) +4 per HD of target (max +80) [*][B]Heal:[/B] 10hp per caster level (max 150) +6 per HD of target (max +90) [/LIST] Whatever we do to the lower level spells, we've got to carry through to similar higher level spells. It doesn't even work that way in the RAW, Hawken. Look at Cure Critical Wounds in the SRD. It tops out at 20th level even though Heal tops out at 15th level. So, while I see your logic for saying this, I don't think it's necessary to follow that logic because the amount of healing provided by Heal from a 15th (or higher) level caster is the equivalent of 25d8 (112hp on average) more hp healed than the average for the RAW Cure Critical Wounds cast by a 20th level caster (average 38hp by RAW). It's perfectly OK for Heal to top out at 15th and for lower level spells to top out at 15th and 20th, respectively. [/QUOTE]
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Cure/inflict wounds spells revision
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