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Heal Skill
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<blockquote data-quote="Sadrik" data-source="post: 5071892" data-attributes="member: 14506"><p>First off, for my house rules, healing is very close to the RAW. My house rules are just that a mod on top of 3.5. So I like a very basic change like the one I did to the heal skill long term care. I don't want to change the feel of 3.5.</p><p></p><p>When reinventing the 3e system though, before you deal with all the aspects of HP and healing. You should first determine what you want HP to represent and then go from there.</p><p></p><p>It also looks like you want to make the 1/4 HP heal thing carry over to the cure spells and potions. I think that is a pretty dramatic change from 3e. You could force that to work but again it would be a departure. If you do the biggest question is how do you accommodate them into a system that fundamentally feels like 3e. Try starting out with 1/5 for CLW, 2/5 for CMW, 3/5 for cure serious, 4/5 for cure critical and 5/5 for heal spell. The mass versions just do it on a bigger scale. Note that Wands of CLW, a staple in any 3e game will be a five charge heal spell regardless the level - not sure that is right...</p><p></p><p>I have seen house rules in 3e games in the past where they said - all healing is average (no rolling needed). I guess the idea is similar to no rolling for HP as you level up. so 1d8 is 4.5 which often gets rounded to 5. So you could simply do packets of 5 healing based on the caster level with a max.</p><p></p><p>Another idea, the various cure spells do healing like attack spells:</p><p>CLW 1d6/level 5d6 max</p><p>CMW 1d6/level 10d6 max</p><p>CSW 1d6/level 15d6 max</p><p>CCW 1d6/level 20d6 max</p></blockquote><p></p>
[QUOTE="Sadrik, post: 5071892, member: 14506"] First off, for my house rules, healing is very close to the RAW. My house rules are just that a mod on top of 3.5. So I like a very basic change like the one I did to the heal skill long term care. I don't want to change the feel of 3.5. When reinventing the 3e system though, before you deal with all the aspects of HP and healing. You should first determine what you want HP to represent and then go from there. It also looks like you want to make the 1/4 HP heal thing carry over to the cure spells and potions. I think that is a pretty dramatic change from 3e. You could force that to work but again it would be a departure. If you do the biggest question is how do you accommodate them into a system that fundamentally feels like 3e. Try starting out with 1/5 for CLW, 2/5 for CMW, 3/5 for cure serious, 4/5 for cure critical and 5/5 for heal spell. The mass versions just do it on a bigger scale. Note that Wands of CLW, a staple in any 3e game will be a five charge heal spell regardless the level - not sure that is right... I have seen house rules in 3e games in the past where they said - all healing is average (no rolling needed). I guess the idea is similar to no rolling for HP as you level up. so 1d8 is 4.5 which often gets rounded to 5. So you could simply do packets of 5 healing based on the caster level with a max. Another idea, the various cure spells do healing like attack spells: CLW 1d6/level 5d6 max CMW 1d6/level 10d6 max CSW 1d6/level 15d6 max CCW 1d6/level 20d6 max [/QUOTE]
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