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Cure Wounds needs help or Healing Word needs a nerf...
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<blockquote data-quote="MostlyHarmless42" data-source="post: 8012730" data-attributes="member: 6845520"><p>In my games I have only ever had like two players use healing word, I'm jokingly not even sure if most of my players know the spell exists. That said, as said by others it is definitely the best spell for emergency spot heals to get players back up.</p><p></p><p>I do feel that Cure Wounds could be conceived to be a tad weak if one is wanting it to be used in combat as healing spell, though I do point out that while in a white room the concept of "never heal in a fight" sounds well, in practice spending one's action healing does have it's uses, such as to prevent someone from getting killed by death saves (as stated, not everyone gets healing word as an option or can spare two spells known for healing, especially at low levels). One could make the argument that maybe attacking the target that is after said downed person is better, but attack rolls are a gamble, and misses do happen while healing spells are guaranteed to land. Am example, my divine soul sorcerer was put in this very situation but a few sessions ago when a pair of assassins were after her brother, and would have succeeded in killing him if she hadn't spent her turn throwing a cure spell on him, and she doesn't have healing word because she generally does what people suggest is "better": heals out of combat.</p><p></p><p>As for the original post's suggested change, it is not a bad idea, though if you feel the spell is too weak, I'd rather suggest you just increase the spell's dice to either d10's or just make the initial healing use 2d8 instead, and let them add their modifier to each level increased. It would increase it substantially and give it strong boost without being too absurd. The reason I caution against using the "spend hit dice" option is because it very quickly will result in a "well guys, guess one of us has to play cleric" sort of mindset mentioned previously. The very point of them adding hit dice is to make it so a healer isn't as required, what they need to do is short rest.</p></blockquote><p></p>
[QUOTE="MostlyHarmless42, post: 8012730, member: 6845520"] In my games I have only ever had like two players use healing word, I'm jokingly not even sure if most of my players know the spell exists. That said, as said by others it is definitely the best spell for emergency spot heals to get players back up. I do feel that Cure Wounds could be conceived to be a tad weak if one is wanting it to be used in combat as healing spell, though I do point out that while in a white room the concept of "never heal in a fight" sounds well, in practice spending one's action healing does have it's uses, such as to prevent someone from getting killed by death saves (as stated, not everyone gets healing word as an option or can spare two spells known for healing, especially at low levels). One could make the argument that maybe attacking the target that is after said downed person is better, but attack rolls are a gamble, and misses do happen while healing spells are guaranteed to land. Am example, my divine soul sorcerer was put in this very situation but a few sessions ago when a pair of assassins were after her brother, and would have succeeded in killing him if she hadn't spent her turn throwing a cure spell on him, and she doesn't have healing word because she generally does what people suggest is "better": heals out of combat. As for the original post's suggested change, it is not a bad idea, though if you feel the spell is too weak, I'd rather suggest you just increase the spell's dice to either d10's or just make the initial healing use 2d8 instead, and let them add their modifier to each level increased. It would increase it substantially and give it strong boost without being too absurd. The reason I caution against using the "spend hit dice" option is because it very quickly will result in a "well guys, guess one of us has to play cleric" sort of mindset mentioned previously. The very point of them adding hit dice is to make it so a healer isn't as required, what they need to do is short rest. [/QUOTE]
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Cure Wounds needs help or Healing Word needs a nerf...
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