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How would you handle a healing economy?
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<blockquote data-quote="ArchfiendBobbie" data-source="post: 7307965" data-attributes="member: 6867728"><p>I would say a healing economy is nearly impossible to properly handle, given the way the setting is set up.</p><p></p><p>A lot of the focus in the original post is on clerics, which totally ignores the fact there are four other healing classes in the game. Bards can cast Cure Wounds and Regenerate, druids can cast a number of healing spells, rangers have a couple of healing spells, and let's not forget paladins. Even if you limit clerics, you still have all of this other magical healing to deal with.</p><p></p><p>It's far easier to just make a rule about how many magical healers there are per populace based on settlement size. Here's the numbers I use:</p><p></p><p>Metropolis- One healer per 50 people. These rare settlements need this healing, as they are likely dealing with multiple plagues and maybe an undead horde or two every single day just due to the population size and all the ills that result.</p><p></p><p>City- One healer per 100 people. They likely see regular plagues, so they need the higher density of healers to both deal with those and to aid travelers from smaller settlements who come here seeking healing they can't find in their hometown.</p><p></p><p>Town- One healer per 1000 people. They really don't need magical healing that often.</p><p></p><p>Village- 0 healers. Likely, the only healer these places see is a traveling bard, traveling cleric, druid in the area, ranger in the area, or adventuring party. Beyond that, it's up to the local wise woman or medicine man with ranks in the Heal skill to cover medical needs.</p></blockquote><p></p>
[QUOTE="ArchfiendBobbie, post: 7307965, member: 6867728"] I would say a healing economy is nearly impossible to properly handle, given the way the setting is set up. A lot of the focus in the original post is on clerics, which totally ignores the fact there are four other healing classes in the game. Bards can cast Cure Wounds and Regenerate, druids can cast a number of healing spells, rangers have a couple of healing spells, and let's not forget paladins. Even if you limit clerics, you still have all of this other magical healing to deal with. It's far easier to just make a rule about how many magical healers there are per populace based on settlement size. Here's the numbers I use: Metropolis- One healer per 50 people. These rare settlements need this healing, as they are likely dealing with multiple plagues and maybe an undead horde or two every single day just due to the population size and all the ills that result. City- One healer per 100 people. They likely see regular plagues, so they need the higher density of healers to both deal with those and to aid travelers from smaller settlements who come here seeking healing they can't find in their hometown. Town- One healer per 1000 people. They really don't need magical healing that often. Village- 0 healers. Likely, the only healer these places see is a traveling bard, traveling cleric, druid in the area, ranger in the area, or adventuring party. Beyond that, it's up to the local wise woman or medicine man with ranks in the Heal skill to cover medical needs. [/QUOTE]
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How would you handle a healing economy?
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