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General Tabletop Discussion
*Dungeons & Dragons
Healing Word "HD" House Rule
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 8425436" data-attributes="member: 1165"><p>Back in 3e, I ran a high level one-shot for my players. The encounters were hard. In the first encounter, the cleric had to spend the first three rounds healing dropped PCs. He could use <em>heal</em> but still had to spend a move action (in his heavy armor) to get to the downed PC, spend his standard action to cast the healing spell, and also used up that spell slot. Both of those latter two resources (action and slot) could have gone to something more interesting.</p><p></p><p>On the fourth round the PCs finally dropped enough opponents to relieve the pressure a little bit, at which the cleric started dishing out the <em>destruction</em> spell and bringing his fatal divine curse unto the enemies.</p><p></p><p>I'm a fan of 4e's style because the cleric is no longer "screwed" by having to spend those resources.</p><p></p><p>4e introduced whack-a-mole healing, and 5e didn't get rid of it. 5e is a different game; it should only incorporate parts of 4e that make sense to 5e.</p><p></p><p></p><p></p><p></p><p></p><p>This would potentially heal more but be much more expensive for the target.</p><p></p><p>I note that neither Healing Word nor Cure Wounds have a Hit Dice cost as written, and low-level PCs have <em>very few hit dice</em>, one per level. (Contrast with 4e, where your HD value will increase, but any character who doesn't increase Constitution or spend specific feats will not see an increase in the <em>number</em> of HD.)</p><p></p><p>For the house rule to work, PCs would need more HD at low levels, and perhaps not gain an HD every level. Or perhaps use some other resource. You could literally make a new one as part of the house rule: a character cannot receive Healing Word more than X times per day. Upcasts cost extra resources.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 8425436, member: 1165"] Back in 3e, I ran a high level one-shot for my players. The encounters were hard. In the first encounter, the cleric had to spend the first three rounds healing dropped PCs. He could use [i]heal[/i] but still had to spend a move action (in his heavy armor) to get to the downed PC, spend his standard action to cast the healing spell, and also used up that spell slot. Both of those latter two resources (action and slot) could have gone to something more interesting. On the fourth round the PCs finally dropped enough opponents to relieve the pressure a little bit, at which the cleric started dishing out the [i]destruction[/i] spell and bringing his fatal divine curse unto the enemies. I'm a fan of 4e's style because the cleric is no longer "screwed" by having to spend those resources. 4e introduced whack-a-mole healing, and 5e didn't get rid of it. 5e is a different game; it should only incorporate parts of 4e that make sense to 5e. This would potentially heal more but be much more expensive for the target. I note that neither Healing Word nor Cure Wounds have a Hit Dice cost as written, and low-level PCs have [i]very few hit dice[/i], one per level. (Contrast with 4e, where your HD value will increase, but any character who doesn't increase Constitution or spend specific feats will not see an increase in the [i]number[/i] of HD.) For the house rule to work, PCs would need more HD at low levels, and perhaps not gain an HD every level. Or perhaps use some other resource. You could literally make a new one as part of the house rule: a character cannot receive Healing Word more than X times per day. Upcasts cost extra resources. [/QUOTE]
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