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General Tabletop Discussion
*Pathfinder & Starfinder
Healing Belt underpriced?
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<blockquote data-quote="eamon" data-source="post: 4107029" data-attributes="member: 51942"><p>Well, then they're optimizing for the very very very long haul.</p><p></p><p>A wand of lesser vigor supplied 550 hp, and if necessary, all on one day.</p><p></p><p>For a belt to provide the same healing, it needs to be used to its maximum 6d8 capability each day for 21 days. And you better not need more healing than the exact same amount each day, otherwise it will take for more than 21 days for both to become equal. You better also hope that you don't need a belt slot, since the healing belt is slotted. </p><p></p><p>A D&D PC has a pretty extreme "interest rate". Your wealth rises so extremely quickly that if your DM actually provides wealth based on challenge, then you're almost certainly better off taking the option more effective <em>now</em> rather than spending extra gp now to save in the long run. If, like many DM's, yours also corrects a little for character wealth, then consumables become even more attractive. D&D is not a game which rewards saving very much.</p><p></p><p>You're almost certainly better off with wands as your healing "backbone". A belt is useful as a basis, and useful as an emergency fall-back in combat, but it's definitely not categorically cheaper than a wand.</p><p></p><p>If you're playing a really high-level campaign, which stretches out over at least 40 days in which you need to use your healing belts each day, a mass of healing belts might be reasonably smart bet. But in a high-level campaign, that minor detail won't make much difference. Healing is cheap at high levels anyhow, and a tiny difference in price won't matter. A cleric casting mass cure light is a very effective curing machine - and a high levels, conceivably, a ring of mystic healing might actually be more effective. It's 3.5k, but it's a less valuable ring slot, and only one player needs to use the slot. It grants a bonus on caster levels, and it stacks <em>very</em> nicely with mass cure light wounds. The best part? You can even use it offensively against undead. Mass cure light wounds is a very nice spell I've noticed when used by the parties cleric which such a ring in such a situation.</p><p></p><p>My conclusion: the belt's reasonably priced. At low levels, the high up-front investment means that wands of lesser vigor are competitve, and at high levels, this ring is competitive. That means it's just a good deal, not brilliant. And that's what the MIC is all about, providing interesting options which can actually compete with boring things like simple stat-boosts for your gold!</p><p></p><p>It's fine as-is.</p></blockquote><p></p>
[QUOTE="eamon, post: 4107029, member: 51942"] Well, then they're optimizing for the very very very long haul. A wand of lesser vigor supplied 550 hp, and if necessary, all on one day. For a belt to provide the same healing, it needs to be used to its maximum 6d8 capability each day for 21 days. And you better not need more healing than the exact same amount each day, otherwise it will take for more than 21 days for both to become equal. You better also hope that you don't need a belt slot, since the healing belt is slotted. A D&D PC has a pretty extreme "interest rate". Your wealth rises so extremely quickly that if your DM actually provides wealth based on challenge, then you're almost certainly better off taking the option more effective [i]now[/i] rather than spending extra gp now to save in the long run. If, like many DM's, yours also corrects a little for character wealth, then consumables become even more attractive. D&D is not a game which rewards saving very much. You're almost certainly better off with wands as your healing "backbone". A belt is useful as a basis, and useful as an emergency fall-back in combat, but it's definitely not categorically cheaper than a wand. If you're playing a really high-level campaign, which stretches out over at least 40 days in which you need to use your healing belts each day, a mass of healing belts might be reasonably smart bet. But in a high-level campaign, that minor detail won't make much difference. Healing is cheap at high levels anyhow, and a tiny difference in price won't matter. A cleric casting mass cure light is a very effective curing machine - and a high levels, conceivably, a ring of mystic healing might actually be more effective. It's 3.5k, but it's a less valuable ring slot, and only one player needs to use the slot. It grants a bonus on caster levels, and it stacks [i]very[/i] nicely with mass cure light wounds. The best part? You can even use it offensively against undead. Mass cure light wounds is a very nice spell I've noticed when used by the parties cleric which such a ring in such a situation. My conclusion: the belt's reasonably priced. At low levels, the high up-front investment means that wands of lesser vigor are competitve, and at high levels, this ring is competitive. That means it's just a good deal, not brilliant. And that's what the MIC is all about, providing interesting options which can actually compete with boring things like simple stat-boosts for your gold! It's fine as-is. [/QUOTE]
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Healing Belt underpriced?
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