hong said:D&D healing being based on the healer rather than the healee has been a wart in the system for 30 years. That goes doubly so if you believe damage is physical rather than unspecified mojo points. A 1st level guy might take 5 points damage and have huge wounds and be 1 point away from going down. A 20th level guy might take 50 points and have a cut on his cheek. Despite this, a single CLW spell can bring the 1st level guy back to perfect health, whereas it might take 10 such spells for the 20th level guy.
I've always believed damage is physical, but in a hilariously videogame-inspired way where the level-1 dude who's taken 5 points of damage has been run through by a shortsword and in need of medical attention, whereas the level-20 dude who's taken 5 points of damage has also been run through by a shortsword, but not really in need of medical attention in any meaningful way.
So how much a CLW heals hasn't been an issue for me, though I can definitely see how it might be an issue for some people. In any case, the problem my group had wasn't so much the amount - "Healing Surge heals 25% of your max HP" - so much as the amount of times it could be done - "You have 8 Healing Surges today, and after those are used up a Cleric can't heal you any more" as opposed to "The Cleric has 8 Cure (X) Wounds spells today, and after those are used up the Cleric can't heal people any more".
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