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General Tabletop Discussion
*Dungeons & Dragons
Cure Wounds needs help or Healing Word needs a nerf...
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<blockquote data-quote="Asisreo" data-source="post: 8013334" data-attributes="member: 7019027"><p>You have to be very careful how effective something like Cure Wounds can be. If it's so effective that a war cleric can make it work every round, that's going to be the expectation of the group. If cure wounds outdid an enemy's damage, when someone goes down, they'll blame the cleric/bard. </p><p></p><p>Cure wounds is strictly OoC healing. It's quick enough that the party doesn't have to wait 10 minutes and it's more effective than the alternative due to spell slot economy. You really don't want to have to heal in combat anyways, but if you must, healing word is designed for that. </p><p></p><p>Out of combat, you'll probably perfer the 1d8+SCM than 1d4+SCM. Prayer of healing is nice but you'll need relative breathing room to cast it. Once you have time, though, it's a great option. Mass Healing Word isn't as effective since multiple people going down in a turn means a TPK is probably imminent anyways. Mass Cure Wounds is pretty good, since you'll probably have an average of 4(3d8+SCM) which probably averages to 74 HP healed without being a life cleric.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8013334, member: 7019027"] You have to be very careful how effective something like Cure Wounds can be. If it's so effective that a war cleric can make it work every round, that's going to be the expectation of the group. If cure wounds outdid an enemy's damage, when someone goes down, they'll blame the cleric/bard. Cure wounds is strictly OoC healing. It's quick enough that the party doesn't have to wait 10 minutes and it's more effective than the alternative due to spell slot economy. You really don't want to have to heal in combat anyways, but if you must, healing word is designed for that. Out of combat, you'll probably perfer the 1d8+SCM than 1d4+SCM. Prayer of healing is nice but you'll need relative breathing room to cast it. Once you have time, though, it's a great option. Mass Healing Word isn't as effective since multiple people going down in a turn means a TPK is probably imminent anyways. Mass Cure Wounds is pretty good, since you'll probably have an average of 4(3d8+SCM) which probably averages to 74 HP healed without being a life cleric. [/QUOTE]
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Cure Wounds needs help or Healing Word needs a nerf...
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