How do you reconcile hit points?

You could do both. CLW could go back to the old standard of 1d8+1/level capped at 1d8+5 which is sufficient for low level adventuring. Cure Serious and Cure Critical could do percentages, and Heal is full curing.

So a CLW spell cast by a 15th level cleric can heal 6 - 13 hp for a L1 fighter, and Cure Serious heals, say, half his maximum hp? Which one did you say was the more powerful spell again? This just creates a different conceptual issue than the current one.
 

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So a CLW spell cast by a 15th level cleric can heal 6 - 13 hp for a L1 fighter, and Cure Serious heals, say, half his maximum hp? Which one did you say was the more powerful spell again? This just creates a different conceptual issue than the current one.
I was thinking something along the lines of:

Cure light wounds heals 20% of full hp plus 1d8 plus caster level hit points.
Cure serious wounds heals 40% of full hp plus 3d8 plus twice caster level hit points.
Cure critical wounds heals 60% of full hp plus 6d8 plus three times caster level hit points.
 


I was thinking something along the lines of:

Cure light wounds heals 20% of full hp plus 1d8 plus caster level hit points.
Cure serious wounds heals 40% of full hp plus 3d8 plus twice caster level hit points.
Cure critical wounds heals 60% of full hp plus 6d8 plus three times caster level hit points.

Where's Cure Moderate?
 

Where's Cure Moderate?

Is Cure Moderate Wounds in Next? That's kind of a quintessential 3e-ism -- interpolated in a very systematic/analytical mindset with the result that it's kind of dorky and unnatural-sounding.

You can see someone saying "his wounds are light"
"his wounds are serious"
"his wound are critical!"

nobody is going to say
"his wounds are moderate"
 



In any case, it's not so much the names as the concept. Assuming we have 5 levels of cure spells, from Minor to Critical, conversion to % is the question. A fixed percentage with a minimum of the old roll system would seem like a decent compromise. We could relegate Cure Minor to 1, or even change it to Stabilize (a la Pathfinder - stops bleeding below 0 but heals no actual damage). The latter would allow us to renale Cure Light as Cure Minor, and Cure Moderate gets renamed Cure Light.

Of course, this leaves the odd result that Cure Minor wounds will often restore L1 characters to full - how badly hurt must an L1 character be to be "seriously" or "critically" wounded?

Maybe we leave them at negative hp rather than letting curatives or healing move them back to zero. That provides more room on the down side. The same issue exists now - how many L1 characters aren't fully healed by a Cure Moderate, at worst?
 



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