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Increased in-combat healing
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<blockquote data-quote="Blue" data-source="post: 7016842" data-attributes="member: 20564"><p>With the exception of one life cleric with mass cures, almost all in-combat healing I've seen has been just to stand someone fallen and very little proactive healing.</p><p></p><p>To encourage proactive healing, I could make hitting zero or failing death saves scarier, such as adding levels of exhaustion. But that doesn't address what I believe is the root cause that it doesn't heal enough for the action spent.</p><p></p><p>So I thought I'd borrow an idea from 4e and 13th Age about spending a Healing Surge / Recovery during healing, and also to be able to trigger it yourself. Following is the primary rule, and then a minor corollary rule.</p><p></p><p>--</p><p></p><p><strong>Increase Magical Healing</strong></p><p></p><p>GOAL: To make in-combat healing more viable then just to stand someone up.</p><p></p><p>PROPOSED HOUSE RULE:</p><p>When you are the recipient of a magical healing spell of 1st level or higher or from another magical source like a healng potion, you may also spend HD up to the number of dice from the healing.</p><p></p><p>Special: Lay-on-Hand counts allows 1 die of healing for each full 5 HPs healed. Other uses of lay-on-hands do not trigger this.</p><p></p><p>EXAMPLES:</p><p>Brandar the Fighter is healed using a 1st level <em>Healing Word</em> spell, which heals 1d4+Wis. He may also spend up to 1 HD, since the spell cures 1dX.</p><p>Later, Brandar drinks a Potion of Healing, which heals 2d4+2. He may spend up to two HD.</p><p>Even later, Brandar is one of the recipients of a <em>Mass Cure Wounds</em> spell. Since the spell cures 3d8+Wis, each of the recipients can spend up to 3 HD.</p><p></p><p>COMMENTS: I worry that this may make Potions of Healing too effective (from the lose-effectiveness-quickly place they are now). I was worried about martial types using up all HD and pushing for a 15 minute adventuring day, but then it occurs that they'd be spending about the same HD during short rests anyhow.</p><p></p><p>--</p><p></p><p><strong>Increased Non-Magical Healing in Combat</strong></p><p></p><p>GOAL: Increased magical healing will likely have a response of an increase in challenge, and therefore more dependence on a magical healer unless there is also a way to do non-magical healing.</p><p></p><p>PROPOSED HOUSE RULE:</p><p>A new action, Rally, is allowed for all characters. When you Rally you may spend HD up to your proficiency bonus. Once you do so, you may not do so again until you complete a short or long rest.</p><p></p><p>EXAMPLE:</p><p>Brandar is 10th level with a proficiency bonus of +4. He may spend an action to Rally and may spend up to 4 HD.</p><p></p><p>COMMENT: This doesn't really compete with the Fighter's Second Wind. While it heals more it both (a) takes an action and (b) uses up surges. I don't think Fighters will mind having some extra, nor does it dilute their special ability too much that others have it because of where it fits in the action economy.</p></blockquote><p></p>
[QUOTE="Blue, post: 7016842, member: 20564"] With the exception of one life cleric with mass cures, almost all in-combat healing I've seen has been just to stand someone fallen and very little proactive healing. To encourage proactive healing, I could make hitting zero or failing death saves scarier, such as adding levels of exhaustion. But that doesn't address what I believe is the root cause that it doesn't heal enough for the action spent. So I thought I'd borrow an idea from 4e and 13th Age about spending a Healing Surge / Recovery during healing, and also to be able to trigger it yourself. Following is the primary rule, and then a minor corollary rule. -- [B]Increase Magical Healing[/B] GOAL: To make in-combat healing more viable then just to stand someone up. PROPOSED HOUSE RULE: When you are the recipient of a magical healing spell of 1st level or higher or from another magical source like a healng potion, you may also spend HD up to the number of dice from the healing. Special: Lay-on-Hand counts allows 1 die of healing for each full 5 HPs healed. Other uses of lay-on-hands do not trigger this. EXAMPLES: Brandar the Fighter is healed using a 1st level [I]Healing Word[/I] spell, which heals 1d4+Wis. He may also spend up to 1 HD, since the spell cures 1dX. Later, Brandar drinks a Potion of Healing, which heals 2d4+2. He may spend up to two HD. Even later, Brandar is one of the recipients of a [I]Mass Cure Wounds[/I] spell. Since the spell cures 3d8+Wis, each of the recipients can spend up to 3 HD. COMMENTS: I worry that this may make Potions of Healing too effective (from the lose-effectiveness-quickly place they are now). I was worried about martial types using up all HD and pushing for a 15 minute adventuring day, but then it occurs that they'd be spending about the same HD during short rests anyhow. -- [B]Increased Non-Magical Healing in Combat[/B] GOAL: Increased magical healing will likely have a response of an increase in challenge, and therefore more dependence on a magical healer unless there is also a way to do non-magical healing. PROPOSED HOUSE RULE: A new action, Rally, is allowed for all characters. When you Rally you may spend HD up to your proficiency bonus. Once you do so, you may not do so again until you complete a short or long rest. EXAMPLE: Brandar is 10th level with a proficiency bonus of +4. He may spend an action to Rally and may spend up to 4 HD. COMMENT: This doesn't really compete with the Fighter's Second Wind. While it heals more it both (a) takes an action and (b) uses up surges. I don't think Fighters will mind having some extra, nor does it dilute their special ability too much that others have it because of where it fits in the action economy. [/QUOTE]
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