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House-ruling 5e: Alternatives to Ability Increases and Healing
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<blockquote data-quote="The Crimson Binome" data-source="post: 7560112" data-attributes="member: 6775031"><p>I don't recall ever finding a cure wand, in either edition, and it wasn't until very late in the 3E cycle that I ever saw a cleric with access to the Heal spell. In AD&D, you either rolled randomly for loot, or the DM placed things according to what made sense for their world; and since homebrew setting creation was usually a given, we never felt pressured by the rules to include such things. In 3E, magic items were in the DMG, and players didn't really have a reason to look in there unless someone really wanted to play an enchanter as their character concept (which never came up).</p><p></p><p>I did encounter the wand phenomenon in Pathfinder, after changing to a new group entirely, and it struck me as being as out-of-place then as the 5E healing rules probably seem to the OP now. With Pathfinder, at least, I've always assumed that it was an error introduced due to poor design math; and the proposed changes to limit that abuse, in Pathfinder 2, supports this position. (That was also the game where I had to use a wheelbarrow to carry my gold into town, in order to commission magical armor; it exceeded the weight limit of our Bag of Holding.)</p><p>In my case, the characters would have discussed the economics of the situation, if the players had been aware of them. We were never really in a position to buy or make wands, regardless; and given the degree to which free healing can trivialize many encounters, I'm glad that we never figured it out.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7560112, member: 6775031"] I don't recall ever finding a cure wand, in either edition, and it wasn't until very late in the 3E cycle that I ever saw a cleric with access to the Heal spell. In AD&D, you either rolled randomly for loot, or the DM placed things according to what made sense for their world; and since homebrew setting creation was usually a given, we never felt pressured by the rules to include such things. In 3E, magic items were in the DMG, and players didn't really have a reason to look in there unless someone really wanted to play an enchanter as their character concept (which never came up). I did encounter the wand phenomenon in Pathfinder, after changing to a new group entirely, and it struck me as being as out-of-place then as the 5E healing rules probably seem to the OP now. With Pathfinder, at least, I've always assumed that it was an error introduced due to poor design math; and the proposed changes to limit that abuse, in Pathfinder 2, supports this position. (That was also the game where I had to use a wheelbarrow to carry my gold into town, in order to commission magical armor; it exceeded the weight limit of our Bag of Holding.) In my case, the characters would have discussed the economics of the situation, if the players had been aware of them. We were never really in a position to buy or make wands, regardless; and given the degree to which free healing can trivialize many encounters, I'm glad that we never figured it out. [/QUOTE]
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House-ruling 5e: Alternatives to Ability Increases and Healing
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