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Free Maximized Healing
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<blockquote data-quote="clark411" data-source="post: 978055" data-attributes="member: 4768"><p>Heal is a 6th level spell- it is supposed to be that powerful at that stage of the game. The existance of heal doesn't justify the idea that a cleric should have something similar to it (even if just for himself) at every stage in his life as a character. It's faulty logic (as it is to presume that, disliking this notion, I'd dislike heal.)</p><p></p><p>As for "So what if cure light wounds heals a max of 13..".. I already demonstrated why it was, in my opinion, unreasonable in my first post. The power of heal is a very poor justification for the allowance of low level clerics to have a similar spell for themselves from 5th level (or any level) and beyond. Heal is powerful because it cannot be spontaneously cast... Faith Healing is also powerful because it cannot be as above. Auto-Maximized spontaneous casting is extremely powerful. That's why Hierophants in FRCS sacrifice a level of spell casting progression for the power to do it (and they do this at the earliest level of 13... not 5.)</p><p></p><p>What this idea of yours really seems to come down to is removing the randomness of the dice when it comes to healing. 4d8 +10 is indeed a large difference in healing (14 - 42 with an average of 28 or so). Well.. that's what the d20 system is about ultimately, averages and the possibility of great success, minimal success, or even failure. </p><p></p><p>Heal has always been thought of as extremely powerful because it removes the element of potential failure... and that makes it an *exception*, rather than a model for all healing in the game. Placing it as the standard, and making other spells similar to it by taking away the dice, would never be deemed acceptable to me. But then again, I'm a bit of a rules purist..</p><p></p><p>(notices this is a House Rules forum)</p><p></p><p>Where am I? Where are my pills?</p></blockquote><p></p>
[QUOTE="clark411, post: 978055, member: 4768"] Heal is a 6th level spell- it is supposed to be that powerful at that stage of the game. The existance of heal doesn't justify the idea that a cleric should have something similar to it (even if just for himself) at every stage in his life as a character. It's faulty logic (as it is to presume that, disliking this notion, I'd dislike heal.) As for "So what if cure light wounds heals a max of 13..".. I already demonstrated why it was, in my opinion, unreasonable in my first post. The power of heal is a very poor justification for the allowance of low level clerics to have a similar spell for themselves from 5th level (or any level) and beyond. Heal is powerful because it cannot be spontaneously cast... Faith Healing is also powerful because it cannot be as above. Auto-Maximized spontaneous casting is extremely powerful. That's why Hierophants in FRCS sacrifice a level of spell casting progression for the power to do it (and they do this at the earliest level of 13... not 5.) What this idea of yours really seems to come down to is removing the randomness of the dice when it comes to healing. 4d8 +10 is indeed a large difference in healing (14 - 42 with an average of 28 or so). Well.. that's what the d20 system is about ultimately, averages and the possibility of great success, minimal success, or even failure. Heal has always been thought of as extremely powerful because it removes the element of potential failure... and that makes it an *exception*, rather than a model for all healing in the game. Placing it as the standard, and making other spells similar to it by taking away the dice, would never be deemed acceptable to me. But then again, I'm a bit of a rules purist.. (notices this is a House Rules forum) Where am I? Where are my pills? [/QUOTE]
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