Cure Minor Wounds Scenario

mythusmage

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Picture a land, a typical land where a bit over 50% of the adult population could cast Cure Minor Wounds with the proper training. Now assume all who could cast Cure Minor Wounds with the proper training got the proper training, and so could cast Cure Minor Wounds at least once a day. How would this change life in that land?
 

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Their population would rise very quickly, compared to the very slow but sure rise in population normal to that time period. Since Cure Light Wounds will fully restore most commoners to full health, they'd never have to worry about most things that deal with hit point damage.

Most things that didn't outright kill them would be virtually nothing to them. Many deaths in that time result from shock or infection and CLW seems to deal with both those things. Cripples would be rare; things that happened as a result of accidents would be instantly healable unless the part was simply gone.

Women would rarely die in childbirth; the internal wounds would seal up instantly and not reoccur, and like as not there would be no permanent damage rendering them unable to have further children.
 

I would assume that those who can heal would have a positive effect on those around them. Either their genes or memes would mean there would be more in the next generation who would be able to heal... either it would be genetic so those who can heal would be more likely to have more children who in turn have more who can heal or it would be faith based and having a visible sign of a gods power by seeing the ill regularly revived would definitly increase zeal in the area.

So population would boom and if anything the percentage of those capable of casting cure minor wounds would increase.

Now an increasing population of faithfull would also have a positive effect on the number of clerics. More faithfull would empower the faith in people and wealth. Also the cure minor wounds would mean more would survive. This is three positive feedbacks working together, more faithful, with more wealth, who are all surviving longer. More clerics leads to more powerful cures, cure disease and blindness being the most useful... since half the population can cure minor wounds. This in turn is another positive feedback mechanism... disease, famine, blindness, undead plagues would be defeated and the population would boom again and/or live significantly longer.

Longer lives would lead to more powerful specialists (more training and more time to apply it) in other fields so the quality of life would improve... it wouldn't be a medieval world... it would if anything be a better quality of life then now.
 

WayneLigon said:
Cure Light Wounds
Cure Minor Wounds, the cantrip. Not Cure Light Wounds.

mythusmage said:
How would this change life in that land?

Ultimately, little. On their own, all it does it increase the person's natural healing rate by a tad. So for people who break their leg, get into a fight, get kicked by a mule, fall off a roof, etc - they'll bounce back a bit quicker. Big injuries will still kill people. A 1/day Cure Minor Wounds is basically a magical first aid kit.

Things like old age, disease, dangerous creatures, poisoning, etc will still kill people as normal.
 

The big use for CMW is stabilizing the dying. Their army would be a fierce thing, and their fire-fighters would be braver than most. Fatal job-related injuries would be lower among these people. Women might die less often in childbirth -- is that Con damage or regular HP damage? (... or does that come off San? :uhoh: )

Otherwise, not much effect. Disease (the great productivity drain) would not be hampered in the least.

C, -- N
 

The best use for CMinW would seem to be stabilising the dying. It does diddly squat against disease, so communities would still need herbalists and such capable of making medicines that cure illnesses.

Coups de grace would become a much more common battlefield tactic - no longer could you count on just hacking someone's guts out and letting blood loss finish them. Amongst assassins, poison might gain some increased popularity over crossbow bolts and daggers.

There would be slightly fewer deaths from thigns like animal attacks and accidents, as people with wolf-nibbles and limbs hacked off by rogue scythes would have a better chance of pulling through. Now, historically I dont know how many deaths were due to injuries like that as opposed to sickness or famine, but I suspect not all that many, so the increase to the total survival rate isn't likely to be that high.

edit: Scooped by Nifft.
 

Nifft said:
Women might die less often in childbirth -- is that Con damage or regular HP damage? (... or does that come off San? :uhoh: )

Childbirth is con damage. Child rearing is san. :p
 

I disagree that survival rate wouldn't increase that much.

Most fatal wounds aren't instant, the most important thing is to find the root cause of it and stablise the wound. Time is of the essence, the amount of people who survive and the amount of time it takes for an ambulance to get them is an exponential relationship. Also some wounds are too hard to get to without substantial skills and tools and often time... in DnD mechanics a simple magical cantrip is quick and finds that wound straight off. Once stabilised nature will heal the person given time.

With a mere cure minor wound it stabilies an otherwise fatal wound. Having half the people in the world equivalent to paramedics (not just ambulance officers) would greatly increase suriveability. That and then healing speeds increase. Imagine a small village of 500 people, half of them can case a single minor healing each... thats +250HP in a day... a disease would have to be pretty dire to chew through that much excess healing.

Think of it in a real world situation... sports training, injure yourself, healed. You could train harder and more often with access to this level of healing.
 


Without magic, this ammounts to allowing the Heal skill to patch up hit points, much like Treat Injury skill in D20 Modern.
 

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