Healer's Lore and Regen effects

It is a good catch, but doesn't fix the underlying problem.

Divine Power Cleric Attack 9
Daily ✦ Divine, Healing, Radiant, Weapon
Effect: Until the end of the encounter, you gain regeneration
5
, and you and each ally within the burst gain a +2 power
bonus to AC.
 

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Healer's Lore said:
When you grant healing with one of your cleric powers that has the healing keyword, add your Wisdom modifier to the hit points the recipient regains.

Cleric powers only. Healing keyword required. It's not a separate effect; it's a bonus to the power. And you have to be granting healing for it to work. Whatever that phrase means.

As a bonus to a power, I would assume that the power would actually have to heal in the first place (in addition to merely having the healing keyword). Still not sure whether regeneration qualifies, although I know what I'd houserule.
 

As to the question of adding a flat bonus amount to a regenerative power, given that the bonus applies to the regen (the specific case presented by the OP doesn't apply, but there are other casess where a flat bonus amount should apply to a regenerative power), the interpretation seems fairly straight forward.

Going from Regen 2 to Regen 7 makes the power nearly 4x as effective as intended. I'm sure this is not what the power is supposed to do. Can anyone point out any other powers/feats/abilities that enhance another power to make the enhanced power nearly 4x as effective as it would be without the enhancement.

I would consider this interpretation to be broken.

Much better is the interpretation that the enhancement adds to the total amount healed.

So for example, if a regeneration lasts 10 rounds and heals 2 HP/round, it will heal a total of 20 HP. If the enhancement adds 5 HP, then the total should be raised from 20 to 25.

Given that interpretation, there are two obvious applications.
1. Apply the enhancement at the beginning. So, following my example, round 1 would heal 7 HP and the remaining 9 rounds would heal 2 HP/round. This is easy to do and involves very little math.
2. Spread the enhancement out across the duration of the regeneration. So, following my example, we are adding 5 HP (the enhancement) to a 10 round effect, so the enhancement should add 1 HP every 2 rounds. For the player's sake, I would go 3 HP on round 1, 2 HP on round 2, 3 HP on round 3, etc. - effectively adding 1 HP on every odd-numbered round.

I like solution 2, but I'm one of those weird guys that can do basic addition, subtraction, multiplication, and division in my head accurately and faster than I can type it into a caclulator. My wife hates it that I can add up the groceries in the cart, apply sales tax, and tell her the cost of a cart full of groceries before she even gets to the checkout counter.

Those who don't like math may find the first solution much easier to implement.
 

I have to go with Option 1
REGENERATION (page 293 PHB)
Heal Each Turn: If you have regeneration and at least 1 hit point, you regain a specified number of hit points at the start of your turn.
Let us assume that Healer's Lore grants +WIS mod HP one time and right up front. I believe this to be broken because now you have allowed regeneration powers to heal someone who is below 0 HP to standing.

Let us assume that Healer's Lore grants +WIS mod to the amount of regeneration. This is broken because because after 2 rounds of regeneration the bonus has granted more bonus healing than stated in Healer's Lore 2[WIS mod].

The only scenario left I cannot disprove so I admit that it is a possibility. (Note: I do not believe it to be the case.) Healer's Lore grants +WIS mod HP to the FIRST ROUND of regeneration. This does not break the regeneration rules by stipulating that you have to be above 0 HP to recieve the bonus and it doesn't break Healer's Lore by granting your WIS mod more than once.

So for example, if a regeneration lasts 10 rounds and heals 2 HP/round, it will heal a total of 20 HP. If the enhancement adds 5 HP, then the total should be raised from 20 to 25.

Given that interpretation, there are two obvious applications.
1. Apply the enhancement at the beginning. So, following my example, round 1 would heal 7 HP and the remaining 9 rounds would heal 2 HP/round. This is easy to do and involves very little math.
2. Spread the enhancement out across the duration of the regeneration. So, following my example, we are adding 5 HP (the enhancement) to a 10 round effect, so the enhancement should add 1 HP every 2 rounds. For the player's sake, I would go 3 HP on round 1, 2 HP on round 2, 3 HP on round 3, etc. - effectively adding 1 HP on every odd-numbered round.

You can't assume any specific duration for regeneration as I can think of at least 1 regen power that lasts until the target is no longer bloodied. Also Healer's Lore specifically states "...add your Wisdom modifier..." so I think this disproves any sort of portioning like your option 2 would suggest.
 


option 3:
Melora's Tide gives regen 2 and also heals 5 damage up front.

(I'm not saying that's the correct option, mind you. But it is another possibility to consider.)
This is what I was going to say.

IMHO it's a nice boost, but it's still balanced.

Cheers, -- N
 

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