FitzTheRuke
Legend
I've waffled on that a bit. I've got one version where Cure Wounds does what's on the tin: It cures a single Wound (but doesn't give any HP at all). I've got one where it does both.*Then make it a damage threshold. As an example, 30+ damage from a crit and you get a wound. By specifying that it has to be a crit, it keeps high, but normal damage rolls from causing it.
@FitzTheRuke, does magical healing remove wounds? Regeneration?
I haven't fully decided what I prefer yet - though I'm leaning toward bandages and the medicine skill, as I mentioned above, which perhaps magic enhancing natural skills, but not replacing them. But that's for a much bigger project than this. I really want to try to keep each piece that I'm playing around with require as little as possible from other pieces, so that you could adopt one at a time (such as just my equipment or just my skills list) without changing D&D by much, or you could take 'em all, at which point it would look like a different game.
'* Certainly, I think at least the Wounded condition (if not the Wound itself) should be removed with 5 points worth of Lay on Hands.








