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Help Please: Losing Cleric - How to Replace with Magic Items?
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<blockquote data-quote="Ibixat" data-source="post: 4563095" data-attributes="member: 71416"><p>If you want to completely drop the rules sort of willy nilly to allow more healing when the cleric is not around why not drop second wind to a move action, free action for dwarves, either add a static bonus to the amount it gives like 1d6 extra hp etc, or perhaps let it grant it's normal healing + surge value temp HP. That could simulate the non healing word healing a cleric hands out then allow the group to use 2 "healing words" as a group and as free actions per encounter, just as if the cleric was there, make it so anyone can trigger the healing word on their turn but they can only use it on another person, or even make it a minor to make it "cost" something, mechanically you'll have to realize that anything boosting the party beyond what they actually have at the table does mean that encounter balance is going to get banged up a bit. </p><p></p><p>I think just altering the second wind to give some extra boost in hp or temps and allowing 2 healing words per encounter from anyone with some restrictions on targets would cover nicely till he's back.</p></blockquote><p></p>
[QUOTE="Ibixat, post: 4563095, member: 71416"] If you want to completely drop the rules sort of willy nilly to allow more healing when the cleric is not around why not drop second wind to a move action, free action for dwarves, either add a static bonus to the amount it gives like 1d6 extra hp etc, or perhaps let it grant it's normal healing + surge value temp HP. That could simulate the non healing word healing a cleric hands out then allow the group to use 2 "healing words" as a group and as free actions per encounter, just as if the cleric was there, make it so anyone can trigger the healing word on their turn but they can only use it on another person, or even make it a minor to make it "cost" something, mechanically you'll have to realize that anything boosting the party beyond what they actually have at the table does mean that encounter balance is going to get banged up a bit. I think just altering the second wind to give some extra boost in hp or temps and allowing 2 healing words per encounter from anyone with some restrictions on targets would cover nicely till he's back. [/QUOTE]
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Help Please: Losing Cleric - How to Replace with Magic Items?
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