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Healing with Fewer Dead Heroes?
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2254525" data-attributes="member: 12332"><p>I'm going to be running a quick one-shot with GrimTales tomorrow, and I'll be using Fewer Dead Heroes.</p><p></p><p>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.</p><p></p><p>Just a little too effective for a 1st level spell.</p><p></p><p>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.</p><p></p><p>I've also thought of just ruling that Cure spells only cure NL or L damage at each casting, which is pretty simple. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>Anybody have any ideas?</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2254525, member: 12332"] 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 [/QUOTE]
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