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<blockquote data-quote="FormerlyHemlock" data-source="post: 7107752" data-attributes="member: 6787650"><p>My memory isn't so great as all that--turns out I wildly overestimated 2nd edition healing. Instead of 150ish HP healed at 10th level, you'd instead get 4 x Cure Light Wounds (1d8) + 3 x Cure Serious Wounds (2d8+1) + 2 x Cure Critical Wounds (3d8+3) for a grand total of 81 HP of Healing per day. If you were lucky enough to roll high Wisdom you could get a bit more: with 18 Wisdom you'd get an extra 19 HP. It was not at all uncommon to have to stop and rest for multiple days in a row to heal a party after a nasty battle even if you did have clerics.</p><p></p><p>When it comes to HP comparisons between editions, I tend to think of 10 HP in 5E as roughly equivalent to 3 HP. E.g. Trolls, 33 HP w/ 3 HP/round regen after the first couple of rounds, vs. 84 HP w/ 10 HP/round regen. Or an 85 HP Great Wyrm White Dragon in 2nd edition vs. a 330 HP Ancient White Dragon in 5E. Or a 19 HP Ogre in 2nd edition vs. a 59 HP Ogre in 5E. This comparison BTW makes it clear why 5E Fireballs/Lightning Bolts/etc. seem so anemic: in 2nd edition terms, they're basically doing 3d6 damage now instead of 10d6.</p><p></p><p>But you're correct that Heal was better in 2nd edition. Whereas in 5E it heals 70 HP, in 2nd edition it was likely to also heal about 70 HP--but in inflation-adjusted terms that was more like 210 5E HP. There was just a quantum leap in capability between 5th level healing (3d8+3) and 6th level healing (Heal). You did however have to roll a 17 or better Wisdom to cast Heal--your average Cleric would never be able to ever cast Heal at all.</p><p></p><p>Ah, those were the days. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 7107752, member: 6787650"] My memory isn't so great as all that--turns out I wildly overestimated 2nd edition healing. Instead of 150ish HP healed at 10th level, you'd instead get 4 x Cure Light Wounds (1d8) + 3 x Cure Serious Wounds (2d8+1) + 2 x Cure Critical Wounds (3d8+3) for a grand total of 81 HP of Healing per day. If you were lucky enough to roll high Wisdom you could get a bit more: with 18 Wisdom you'd get an extra 19 HP. It was not at all uncommon to have to stop and rest for multiple days in a row to heal a party after a nasty battle even if you did have clerics. When it comes to HP comparisons between editions, I tend to think of 10 HP in 5E as roughly equivalent to 3 HP. E.g. Trolls, 33 HP w/ 3 HP/round regen after the first couple of rounds, vs. 84 HP w/ 10 HP/round regen. Or an 85 HP Great Wyrm White Dragon in 2nd edition vs. a 330 HP Ancient White Dragon in 5E. Or a 19 HP Ogre in 2nd edition vs. a 59 HP Ogre in 5E. This comparison BTW makes it clear why 5E Fireballs/Lightning Bolts/etc. seem so anemic: in 2nd edition terms, they're basically doing 3d6 damage now instead of 10d6. But you're correct that Heal was better in 2nd edition. Whereas in 5E it heals 70 HP, in 2nd edition it was likely to also heal about 70 HP--but in inflation-adjusted terms that was more like 210 5E HP. There was just a quantum leap in capability between 5th level healing (3d8+3) and 6th level healing (Heal). You did however have to roll a 17 or better Wisdom to cast Heal--your average Cleric would never be able to ever cast Heal at all. Ah, those were the days. :) [/QUOTE]
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