Upper_Krust
Legend
Hey victim! 
Well certainly cure spells at will could lead to problems at low-mid levels, however as long as you treat these as innate spells (as per the Forgotten Realms feat) then you won't have any trouble. In fact you could probably even reduce the factor for monsters depending on how intrinsic the ability is to their make-up.
Regeneration is less problematic, given it only applies to one character and that it can usually be overcome by certain properties. Fast healing is somewhat similar. But if players become dependant upon these abilities you can always given them some fights in short succession or even enemies who deal vile damage or enemies who attack other than dealing damage. So that advantage won't solve every dilemma they face, its convenient, but its not unbalancing.
I can't see the ability of a single character to start most battles with maximum hit points as unsettling anyones game. It also won't lop-side the group given that their advantage will free up more healing for the rest of the group.
If the entire group has fast healing at low-mid level then a DM may need to give some thought as to how to wear down a party - if such is their intention.

Victim said:The problem is that duplicating many monstrous abilities with spells or items comes at some cost. Take Fast Healing (or at will cure spells) for example. By itself, fast healing is only going to worth a few extra HP to a monster. Even with special mobility, characters will often bring the beastie down before it can employ much in the way of hit and run tactics. So what's the big deal? Most parties are going to be able to heal up with spells, potions, wands, etc anyway. But totally divourcing at least one person in the group from the need to have healing resources spent between fights is a big deal (at least, it is if that character usually takes damage). It's the same reason that most DMs don't allow unlimited use cure light items.
Well certainly cure spells at will could lead to problems at low-mid levels, however as long as you treat these as innate spells (as per the Forgotten Realms feat) then you won't have any trouble. In fact you could probably even reduce the factor for monsters depending on how intrinsic the ability is to their make-up.
Regeneration is less problematic, given it only applies to one character and that it can usually be overcome by certain properties. Fast healing is somewhat similar. But if players become dependant upon these abilities you can always given them some fights in short succession or even enemies who deal vile damage or enemies who attack other than dealing damage. So that advantage won't solve every dilemma they face, its convenient, but its not unbalancing.
I can't see the ability of a single character to start most battles with maximum hit points as unsettling anyones game. It also won't lop-side the group given that their advantage will free up more healing for the rest of the group.
If the entire group has fast healing at low-mid level then a DM may need to give some thought as to how to wear down a party - if such is their intention.