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General Tabletop Discussion
*Dungeons & Dragons
Hit Dice instead of d8's on cure wounds spells
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<blockquote data-quote="Michael Morris" data-source="post: 6347263" data-attributes="member: 87"><p>Of course not.</p><p></p><p></p><p></p><p>Are they really getting the shaft? See below...</p><p></p><p></p><p></p><p>Not thorough enough. I've used this awhile now and this is what I've noted about the change.</p><p></p><p>First, the logic is that cure spells should heal proportionately the same amount to characters regardless of who they are. The inspiration for the mechanic comes from, of all places, Team Fortress 2, where healing packs grant 25%, 50% and 100% of health respectively, regardless of class (class hp are locked).</p><p></p><p>As to how hard the shaft is, consider who it really affects - the caster. Let's be honest the player of the squishy class is going to whine until enough spells are cast to restore his hp fully. So does everyone else. Shifting down 1 die step means, on average, 1 less point of healing per die is applied - that isn't huge. It comes out to 3 points less effect on average with a cure serious wounds, meaning a cure light followup will be in order.</p><p></p><p>On the other side of the coin, the spell picks up 1 or 2 points average oomph per die on the high hit point classes, meaning less spells are needed to cure them. Under normal circumstances, they have to be healed more often anyway, so in the long run the party healer has to devote fewer spells to curing.</p><p></p><p>In that light calling this change a "shaft" is highly myopic and biased. For the party as a whole it actually slightly increases the mileage of the healing spells. So the wizard will sometimes require the cleric to cast an extra cure light wounds to make up for the difference? So what??</p></blockquote><p></p>
[QUOTE="Michael Morris, post: 6347263, member: 87"] Of course not. Are they really getting the shaft? See below... Not thorough enough. I've used this awhile now and this is what I've noted about the change. First, the logic is that cure spells should heal proportionately the same amount to characters regardless of who they are. The inspiration for the mechanic comes from, of all places, Team Fortress 2, where healing packs grant 25%, 50% and 100% of health respectively, regardless of class (class hp are locked). As to how hard the shaft is, consider who it really affects - the caster. Let's be honest the player of the squishy class is going to whine until enough spells are cast to restore his hp fully. So does everyone else. Shifting down 1 die step means, on average, 1 less point of healing per die is applied - that isn't huge. It comes out to 3 points less effect on average with a cure serious wounds, meaning a cure light followup will be in order. On the other side of the coin, the spell picks up 1 or 2 points average oomph per die on the high hit point classes, meaning less spells are needed to cure them. Under normal circumstances, they have to be healed more often anyway, so in the long run the party healer has to devote fewer spells to curing. In that light calling this change a "shaft" is highly myopic and biased. For the party as a whole it actually slightly increases the mileage of the healing spells. So the wizard will sometimes require the cleric to cast an extra cure light wounds to make up for the difference? So what?? [/QUOTE]
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Hit Dice instead of d8's on cure wounds spells
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