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Hit points & long rests: please consider?
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<blockquote data-quote="Patryn of Elvenshae" data-source="post: 5934582" data-attributes="member: 23094"><p>That's not the way the rule works.</p><p></p><p>Yes, you need a small town (901 people) to get a GP limit of 800gp, but that means that anything of 800gp or less in value is generally available. To find the total number available, it's 1/2 the GP limit multiplied by 1/10 of the population. For the smallest large town, that's:</p><p></p><p>(800 gp / 2) * (901 / 10) = 400gp * 90 = 36,000 gp worth of any individual item.</p><p></p><p>36,000gp / (750gp / 1 wand of CLW) = 48 wands of CLW available in-town</p><p></p><p>You may not like the rule (and many people don't, and change it), but by default, out-of-combat magical healing in 3.XE was cheap and plentiful past the first couple levels (e.g., the expected wealth of a 4th-level character is something like 6k gp, so a normal party of 5 could spend about 6-7% of their net worth on full-price wands of CLW and get 150 charges of healing, or roughly 825 hit points worth of healing, on average).</p><p></p><p>Wands of lesser vigor are, of course, even more efficient (the same price gets you 1,650 hit points worth of healing).</p><p></p><p></p><p></p><p>It takes a feat, 375gp, a couple XP, and a day. That's really it. But, again, that just makes the magical out-of-combat healing even more efficient - making their own is not required to achieve the cheap-and-plentiful nature of 3.XE.</p><p></p><p></p><p></p><p>But the point is that it's a <em>trivial</em> amount of resources, in 3.XE. And, yes, buying a wand of CLW means you can't spend that 375gp/750gp somewhere else and you'll eventually run out - but, again, that's a miniscule amount of the party's overall wealth past the introductory levels, and you can buy an awful lot of healing by default.</p></blockquote><p></p>
[QUOTE="Patryn of Elvenshae, post: 5934582, member: 23094"] That's not the way the rule works. Yes, you need a small town (901 people) to get a GP limit of 800gp, but that means that anything of 800gp or less in value is generally available. To find the total number available, it's 1/2 the GP limit multiplied by 1/10 of the population. For the smallest large town, that's: (800 gp / 2) * (901 / 10) = 400gp * 90 = 36,000 gp worth of any individual item. 36,000gp / (750gp / 1 wand of CLW) = 48 wands of CLW available in-town You may not like the rule (and many people don't, and change it), but by default, out-of-combat magical healing in 3.XE was cheap and plentiful past the first couple levels (e.g., the expected wealth of a 4th-level character is something like 6k gp, so a normal party of 5 could spend about 6-7% of their net worth on full-price wands of CLW and get 150 charges of healing, or roughly 825 hit points worth of healing, on average). Wands of lesser vigor are, of course, even more efficient (the same price gets you 1,650 hit points worth of healing). It takes a feat, 375gp, a couple XP, and a day. That's really it. But, again, that just makes the magical out-of-combat healing even more efficient - making their own is not required to achieve the cheap-and-plentiful nature of 3.XE. But the point is that it's a [i]trivial[/i] amount of resources, in 3.XE. And, yes, buying a wand of CLW means you can't spend that 375gp/750gp somewhere else and you'll eventually run out - but, again, that's a miniscule amount of the party's overall wealth past the introductory levels, and you can buy an awful lot of healing by default. [/QUOTE]
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