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*Pathfinder & Starfinder
Healing
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<blockquote data-quote="Thornir Alekeg" data-source="post: 3754343" data-attributes="member: 15651"><p>Reading the "Warlord - end of the Cleric" thread got me thinking about healing in D&D. Somehow I have never really felt satisfied with the way it has been handled in D&D. I have not seen much in the way of discussion about healing in the new edition, so I was wondering if anyone has any insight into changes they might be considering.</p><p></p><p>Things I would like to see:</p><ul> <li data-xf-list-type="ul">Parties able to adventure just as well with or without a cleric due to better healing options from other classes.</li> <li data-xf-list-type="ul">Less "incremental" magical healing - rather than cure light, cure moderate, cure serious etc., I would prefer to see "small" spells, perhaps on a per encounter basis, that can be used to stabilize a dying companion, and "large" spells on a per day basis that restore 50-75% of a character's total HP.</li> <li data-xf-list-type="ul">Changes to the Heal skill. Checks can be made to restore a small amount of HP, say up to 20% of lost HP immediately. The more damage the injured character has sustained, the higher the DC is. e.g. 100 HP Fighter loses 20 HP in a fight. Heal check at DC 15 will restore 4 HP. If the fighter waits until he is at 50 HP, the DC is 18 but it heals 10 HP.</li> <li data-xf-list-type="ul">Resting similar to current - 1 HP/lvl for 8 hours rest, 2 HP/lvl in better conditions, and under a healer's care (with successful check) restore 50% of remaining lost HP. </li> </ul><p>With magic healing based upon the healed PCs total HP, it adds incentive to wait to heal, at least until the PC is down below 50%. With Heal checks and resting based upon the amount of lost HP, by themselves they likely won't restore people to full HP each and every day, so the extended dungeon grind may have some impact upon the party and make things more dangerous the longer it goes on.</p></blockquote><p></p>
[QUOTE="Thornir Alekeg, post: 3754343, member: 15651"] Reading the "Warlord - end of the Cleric" thread got me thinking about healing in D&D. Somehow I have never really felt satisfied with the way it has been handled in D&D. I have not seen much in the way of discussion about healing in the new edition, so I was wondering if anyone has any insight into changes they might be considering. Things I would like to see: [list] [*]Parties able to adventure just as well with or without a cleric due to better healing options from other classes. [*]Less "incremental" magical healing - rather than cure light, cure moderate, cure serious etc., I would prefer to see "small" spells, perhaps on a per encounter basis, that can be used to stabilize a dying companion, and "large" spells on a per day basis that restore 50-75% of a character's total HP. [*]Changes to the Heal skill. Checks can be made to restore a small amount of HP, say up to 20% of lost HP immediately. The more damage the injured character has sustained, the higher the DC is. e.g. 100 HP Fighter loses 20 HP in a fight. Heal check at DC 15 will restore 4 HP. If the fighter waits until he is at 50 HP, the DC is 18 but it heals 10 HP. [*]Resting similar to current - 1 HP/lvl for 8 hours rest, 2 HP/lvl in better conditions, and under a healer's care (with successful check) restore 50% of remaining lost HP. [/list] With magic healing based upon the healed PCs total HP, it adds incentive to wait to heal, at least until the PC is down below 50%. With Heal checks and resting based upon the amount of lost HP, by themselves they likely won't restore people to full HP each and every day, so the extended dungeon grind may have some impact upon the party and make things more dangerous the longer it goes on. [/QUOTE]
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