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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="Petrosian" data-source="post: 446466" data-attributes="member: 1149"><p>Ok, for my games, this custom item would not be allowed.</p><p></p><p>it seems incredibly imbalancing to have a cumulative effect, curing, with unlimited uses per day.</p><p></p><p>After each fight, they cure an average of around 5 hp per round. unless pressed foer every minute, they heal back to full between each encounter.</p><p></p><p>That would throw in my experience way too many issues out the window. The wear down of HP only occurs and extends to the end of a given combat. The wear down of curing never occurs, on a strategic sense at least.</p><p></p><p>************</p><p></p><p>Pricing is way off unless you have changed the other items. this thing costs only a little less than three wands of cure light wounds, but it never runs out of charges and does not even require the cleric. Anyone can use it. Would you EVER consider buying three CLW wands over this item? if the answer is no, its too cheap.</p><p></p><p>***************</p><p></p><p>As stated way above, before the nonsense got started, the only way i could see such an item was as a unique thing given to alleviate a metagame story element... like say if a party had NO magical healer and this was the deus ex machina i used to keep them moving.</p><p></p><p>even then tho, i would probably find a better solution. heck, my current gang has run for 10 levels with their only healer being a half-multiclassed druid. Since i did not hand them a cleric-in-a-box, they spent quite a bit of time seeking out churches and doing them favors and such to keep a very good relationship with the people who can make healing items and potions for them.</p></blockquote><p></p>
[QUOTE="Petrosian, post: 446466, member: 1149"] Ok, for my games, this custom item would not be allowed. it seems incredibly imbalancing to have a cumulative effect, curing, with unlimited uses per day. After each fight, they cure an average of around 5 hp per round. unless pressed foer every minute, they heal back to full between each encounter. That would throw in my experience way too many issues out the window. The wear down of HP only occurs and extends to the end of a given combat. The wear down of curing never occurs, on a strategic sense at least. ************ Pricing is way off unless you have changed the other items. this thing costs only a little less than three wands of cure light wounds, but it never runs out of charges and does not even require the cleric. Anyone can use it. Would you EVER consider buying three CLW wands over this item? if the answer is no, its too cheap. *************** As stated way above, before the nonsense got started, the only way i could see such an item was as a unique thing given to alleviate a metagame story element... like say if a party had NO magical healer and this was the deus ex machina i used to keep them moving. even then tho, i would probably find a better solution. heck, my current gang has run for 10 levels with their only healer being a half-multiclassed druid. Since i did not hand them a cleric-in-a-box, they spent quite a bit of time seeking out churches and doing them favors and such to keep a very good relationship with the people who can make healing items and potions for them. [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Healing spells and use activated items= 1d8 per round?
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