Healing in your Group

Rashak Mani said:
11 points per character including maybe himself... ? With 5 other characters thats 55 hitpoints per encounter. Two encounters in a day with spread out damage is 110 hps thats equivalent to 11-12 Cure lights on average...

He fails only on a 1 roll.

Actually he wouldn't fail on a 1 - that's only for combat rolls. Someone with a Rank of 23 and needing a 15 could never fail unless there were lots of negative circumstance modifers.

Yes, I know - that's 11 hitpoints per character. But 11 hitpoints for a 20th level fighter is a pretty small thing (let's assume he's got over 120hp)

Anyway, it's not my house rule and I'm not using it. I just commented that it's probably not too, too bad. Not great, like you say, but it would give a party without a cleric some way of surviving.

IceBear
 
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kreynolds said:
I prefer to use the standard healing rules: after 8 hours of rest you get 1 hit point, +1 per character level, +1 per Con bonus. It puts more emphasis on being careful in battle, you know, using your head so as to avoid unnecessary injury.

I do too. BTW - is the +1 per Con bonus a standard rule or a house rule?

Nevermind, I looked it up in the SRD. It's a houserule.

Again, I wanted to re-iterate that I've enjoyed playing a cleric in 3E. I've been in the middle of melee just as much as the fighters and have used my buffing spells to great effect.

IceBear
 
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I my self have not yet played single class Cleric (only one Cleric/Paladin) but here most players are playing good cleric or neutral cleric of good deity and thus can do spontaneous casting. They do not take any cure spells at all and cast spontaneously only when they really need them. Still, they tend to end up using more than half of there spell slots for cure spells. But they have the biggest slot compared to any other spell casting classes and thus enjoy casting attack spells such as Hold Person, Blindness/Deafness, Searing Light, etc.

Regarding Wand of CLW. They are very cost-effective. And so many characters can use them. So my players tend to spend some amount of money for Wand of CLW or two after every session. Also, I am giving this kind of things to many enemy NPCs. If PCs love those wands, NPCs should love them, too. As a result, in my campaign, Wand of CLW is one of the most common trophy found from opponents' dead body.

In my current campaign, PCs are fighting against an evil knightly order. They have so many Clerics, Cleric/Fighters, Adepts, and Blackguards and most of them have some wands or scroll of Cure spells. It is natural, isn't it? In the last session, the party have got 3 Wands of CLW, 7 Scrolls of CLW and 3 Scrolls of Cure Moderate Wounds.

Also, PCs who cannot use Wand of CLW sill love to buy some Cure Potions. They are needed when you are badly wounded and buddy cleric is far from you, or when all of your buddy healers are down.
 

IceBear said:
I play a cleric in a friend's game. I never take healing spells (except for cure minor wounds). I take all combat and buff spells, and if I need to heal someone I spontaneously swap out a spell for a healing spell. If I need to keep someone from bleeding to death in combat I cast cure minor wounds on them and wait until combat is over to cure them.
If you channel positive energy (i.e., turn undead, spontaneous cure) - like you obviously do - there's no sense at all in preparing cure spells anyway; I've never seen anyone do it under these circumstances. ;)
 

I know, but the original poster gave me the impression that the clerics in his games are walking bandaids and not using spontaneous casting. The only reason I take a couple of Cure Minor Wounds is because spontaneous casting is a full round action (isn't it?) so I use Cure Minor Wounds just to keep someone from bleeding to death.


[Edit]
Damn! I just checked the SRD. It isn't a fullround action. I didn't need to take any healing spells at all.

IceBear
 
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kreynolds said:
I prefer to use the standard healing rules: after 8 hours of rest you get 1 hit point, +1 per character level, +1 per Con bonus. It puts more emphasis on being careful in battle, you know, using your head so as to avoid unnecessary injury.


I have a couple of questions here.

Is not natural healing gained as follows: character level (not 1 + character level) per day (not simply after 8 hours of rest)? I realize the +1 per Con bonus is a house rule. BTW, would you add the Con penalty or does it only work with a Con bonus?
 

kreynolds said:
I prefer to use the standard healing rules: after 8 hours of rest you get 1 hit point, +1 per character level, +1 per Con bonus. It puts more emphasis on being careful in battle, you know, using your head so as to avoid unnecessary injury.

Sorry, scratch that. I was thinking of a game I "play" in, not the games I run. I use the standard 1 point per level for every 8 hours of rest. For every 24 hours of bedrest, I give 1.5 times that.
 

The group I DM uses the 'use up a wand of cure light wounds nearly every session' tactic. Plus potions, wondrous items, and the occasional spell.

The only healer in the group is multi-classed (3rd level Shaman, in a group of 6 8-10th level characters, so if they had to rely on healing spells, it would take forever).

Geoff.
 

Darkness said:
If you channel positive energy (i.e., turn undead, spontaneous cure) - like you obviously do - there's no sense at all in preparing cure spells anyway; I've never seen anyone do it under these circumstances. ;)

Clerics with the Healing domain often do (at least IMC). They *know* they'll use the cure spells, so they only prepare their other domain's spell if it is interesting/useful.
 

I would only add Con bonus... subtracting would be strange. Its a house rule... but as my example with the fighter and the mage shows its what makes more sense.
 

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