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General Tabletop Discussion
*Pathfinder & Starfinder
Healing spells and use activated items= 1d8 per round?
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<blockquote data-quote="rassav" data-source="post: 445948" data-attributes="member: 8586"><p>We use an itemlike this in one of our games.</p><p></p><p>Headband of Moradin's Mercy</p><p></p><p>The simple gold headband, adorned with the symbol of Moradin on the brow, allows any character wearing it to Cure Light Wounds once per round, exactly as if he had cast the spell of the same name.</p><p></p><p>(description edited from earlier post)</p><p></p><p>Caster Level: 1st Prerequisites: Craft Wondrous Item, Cure Light Wounds. Market Price: 2000gp Weight: -</p><p></p><p>(This item was created using the item creation rules from Tome and Blood.)</p><p></p><p>We priced the item as a use-activated item. Activating the item is a standard action.</p><p></p><p>Use Activated Item=(Spell Level)*(Caster Level)*(2000gp)</p><p></p><p>We were initially very concerned that this item would be unbalanced and take some fun out of gameplay. We decided to playtest it out and see how it worked. After playtesting, we decided that the item was balanced, for us, for several reasons.</p><p></p><p>1) Custom magic items must be made by the characters and are not readily availavble for sale in our game. accordingly, this item requires a character to sacrifice experience in creating it.</p><p></p><p>2) The price is equal to approximately 266 charges worth of Cure Light Wounds wands. The difference between 266 charges and unlimited charges has not been apparent. We have yet to use it more than 266 times.</p><p></p><p>3) At caster level 1, the item is easy to dispel.</p><p></p><p>4) The item is less and less useful in encounters as the characters advance in levels. The characters are 10th level now, and the item is rarely used in encounters. Most things you fight at that level deal enough damage that you need more than that 1d8+1 to keep you going.</p><p></p><p>5) The item is primarily used between counters to heal. Before the item was created the characters would simply rest and heal up, using their spells to restore their hitpoints. They were almost always at close to full strength for the next encounter. The item has simply reduced the bookkeeping and made game play more streamlined. This is well worth it for us and our current style of play, which focuses on the big encounters. If your style includes worrying about every small thing, you probably won't like this item. We also assume that the charcters have enough food and water without them having to inventory it, unless that is a key story element.</p><p></p><p>6) We like to err in favor of the players keeping their characters alive. Yes, characters do die in our games, but this helps to insure that they don't die from being nickeled and dimed in some minor encounter. </p><p></p><p></p><p>Another interesting use for this item is to hold the charge on the Cure Light Wounds and make touch attacks against undead. Those crazy players think of the strangest things!</p><p></p><p></p><p>Summary: Though the item seemed unbalancing at first, playtested has shown it to be a balanced item for our game.</p></blockquote><p></p>
[QUOTE="rassav, post: 445948, member: 8586"] We use an itemlike this in one of our games. Headband of Moradin's Mercy The simple gold headband, adorned with the symbol of Moradin on the brow, allows any character wearing it to Cure Light Wounds once per round, exactly as if he had cast the spell of the same name. (description edited from earlier post) Caster Level: 1st Prerequisites: Craft Wondrous Item, Cure Light Wounds. Market Price: 2000gp Weight: - (This item was created using the item creation rules from Tome and Blood.) We priced the item as a use-activated item. Activating the item is a standard action. Use Activated Item=(Spell Level)*(Caster Level)*(2000gp) We were initially very concerned that this item would be unbalanced and take some fun out of gameplay. We decided to playtest it out and see how it worked. After playtesting, we decided that the item was balanced, for us, for several reasons. 1) Custom magic items must be made by the characters and are not readily availavble for sale in our game. accordingly, this item requires a character to sacrifice experience in creating it. 2) The price is equal to approximately 266 charges worth of Cure Light Wounds wands. The difference between 266 charges and unlimited charges has not been apparent. We have yet to use it more than 266 times. 3) At caster level 1, the item is easy to dispel. 4) The item is less and less useful in encounters as the characters advance in levels. The characters are 10th level now, and the item is rarely used in encounters. Most things you fight at that level deal enough damage that you need more than that 1d8+1 to keep you going. 5) The item is primarily used between counters to heal. Before the item was created the characters would simply rest and heal up, using their spells to restore their hitpoints. They were almost always at close to full strength for the next encounter. The item has simply reduced the bookkeeping and made game play more streamlined. This is well worth it for us and our current style of play, which focuses on the big encounters. If your style includes worrying about every small thing, you probably won't like this item. We also assume that the charcters have enough food and water without them having to inventory it, unless that is a key story element. 6) We like to err in favor of the players keeping their characters alive. Yes, characters do die in our games, but this helps to insure that they don't die from being nickeled and dimed in some minor encounter. Another interesting use for this item is to hold the charge on the Cure Light Wounds and make touch attacks against undead. Those crazy players think of the strangest things! Summary: Though the item seemed unbalancing at first, playtested has shown it to be a balanced item for our game. [/QUOTE]
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*Pathfinder & Starfinder
Healing spells and use activated items= 1d8 per round?
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