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Keith Baker (creator of Eberron) Q & A thread
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<blockquote data-quote="I'm A Banana" data-source="post: 1638826" data-attributes="member: 2067"><p>The thing I have is in the pacing of adventures......never before in my campaigns have people lacked for enough healing...the moment the bard, druid, or cleric gets their hands on a wand of <em>Cure Light Wounds</em>, that's 50d8+50 of healing -- enough to get a part of almost any level back up to full speed if they have the time, and it's a pretty cheap magic item...once you can afford one, you're never going to need sleep for healing ever again, and the party's always interested in getting you a new one. Even reduced to half, 25d8+25 is often more than enough to keep you going each and every night.</p><p> </p><p>The exceptions to this are grinders -- encounter after encounter with very little rest time in between -- and healing during battles. In this case, a Warforged will feel the pain, but it's still nothin' doin'. Half healing just means the Warforged invests in more hp and more AC than offense, and he's still clickin' along, assuming you don't have a dedicated artificer/Warforged healer....which in any party with a Warforged being the tank, your Artificer *better* be, or he's not contributing to the party.</p><p> </p><p>Half healing, IMXP, is a strain, but it's nothing that compensates for, say, being immune to level drain. It's a pain in the butt, but it won't result in your untimely demise. But immunity to level drain will save your hide.</p><p> </p><p>Half healing -- it hurts, but not nearly enough, I think. Especially with the availability of a wand of CLW or RLD....it's meh.</p><p> </p><p>But I'm giving them their first try-out this week, so we'll see what it's like.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 1638826, member: 2067"] The thing I have is in the pacing of adventures......never before in my campaigns have people lacked for enough healing...the moment the bard, druid, or cleric gets their hands on a wand of [i]Cure Light Wounds[/i], that's 50d8+50 of healing -- enough to get a part of almost any level back up to full speed if they have the time, and it's a pretty cheap magic item...once you can afford one, you're never going to need sleep for healing ever again, and the party's always interested in getting you a new one. Even reduced to half, 25d8+25 is often more than enough to keep you going each and every night. The exceptions to this are grinders -- encounter after encounter with very little rest time in between -- and healing during battles. In this case, a Warforged will feel the pain, but it's still nothin' doin'. Half healing just means the Warforged invests in more hp and more AC than offense, and he's still clickin' along, assuming you don't have a dedicated artificer/Warforged healer....which in any party with a Warforged being the tank, your Artificer *better* be, or he's not contributing to the party. Half healing, IMXP, is a strain, but it's nothing that compensates for, say, being immune to level drain. It's a pain in the butt, but it won't result in your untimely demise. But immunity to level drain will save your hide. Half healing -- it hurts, but not nearly enough, I think. Especially with the availability of a wand of CLW or RLD....it's meh. But I'm giving them their first try-out this week, so we'll see what it's like. [/QUOTE]
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