HeapThaumaturgist
First Post
I'm going to be running a quick one-shot with GrimTales tomorrow, and I'll be using Fewer Dead Heroes.
I wanted to give the characters access to some healing, but Core healing spells like Cure Light Wounds cure equal amounts of Lethal and Nonlethal damage. Since D&D doesn't have much in the way of nonlethal damage, usually, this isn't a big deal ... with Fewer Dead Heroes, each CLW will be giving them a double shot healing 1d8+x of the lethal damage they've taken AND 1d8+x of the nonlethal damage they've taken.
Just a little too effective for a 1st level spell.
I'm thinking of making it SECOND level, where it'll be more in line with what Cure Moderate Does (2d8+X), but that's getting into the severe-to-cast range for 4th level PCs and, while effective, I would like to see the spell cast more often for lesser effect.
I've also thought of just ruling that Cure spells only cure NL or L damage at each casting, which is pretty simple.
Or having the spell do 1/2 of each type. Either by letting them roll 1d8+X and splitting it or making it a flat 1d4 Lethal + 1d4 Nonlethal.
Anybody have any ideas? I'm using a bit of a modified Spell Burn system, with a higher (d8) burn die that does HP damage (subdual for Magical Adept) with a Will Save vs. Fatigue tied to it.
I'm also thinking of creating a 0th level divine spell that will function as Long Term Care for 8 hours during the rest period, but the burn isn't applied until AFTER the rest. So the caster could concievably make use of the spell himself, giving everybody 2hp/lvl for the 8 hours of rest but taking a whack at the end of the stretch.
Anybody have any ideas?
--fje
I wanted to give the characters access to some healing, but Core healing spells like Cure Light Wounds cure equal amounts of Lethal and Nonlethal damage. Since D&D doesn't have much in the way of nonlethal damage, usually, this isn't a big deal ... with Fewer Dead Heroes, each CLW will be giving them a double shot healing 1d8+x of the lethal damage they've taken AND 1d8+x of the nonlethal damage they've taken.
Just a little too effective for a 1st level spell.
I'm thinking of making it SECOND level, where it'll be more in line with what Cure Moderate Does (2d8+X), but that's getting into the severe-to-cast range for 4th level PCs and, while effective, I would like to see the spell cast more often for lesser effect.
I've also thought of just ruling that Cure spells only cure NL or L damage at each casting, which is pretty simple.
Or having the spell do 1/2 of each type. Either by letting them roll 1d8+X and splitting it or making it a flat 1d4 Lethal + 1d4 Nonlethal.
Anybody have any ideas? I'm using a bit of a modified Spell Burn system, with a higher (d8) burn die that does HP damage (subdual for Magical Adept) with a Will Save vs. Fatigue tied to it.
I'm also thinking of creating a 0th level divine spell that will function as Long Term Care for 8 hours during the rest period, but the burn isn't applied until AFTER the rest. So the caster could concievably make use of the spell himself, giving everybody 2hp/lvl for the 8 hours of rest but taking a whack at the end of the stretch.
Anybody have any ideas?
--fje


