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Looking for alternatives to divine healing
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<blockquote data-quote="Nonlethal Force" data-source="post: 2687747" data-attributes="member: 35788"><p>I think for me the easiest solution to this problem is the already suggested balms/ointments/heal skill. Like the modern world. It takes time, though, to heal via antibiotics ... so it would take time to heal via balms and the heal skill.</p><p></p><p>Honestly, though, I personally think that adding the heal + cure spells to the arcanists spell selection is a nice and neat solution, but it doesn't make sense in a greater ethos way. I disagree with the above poster who said without gods there would be more emphasis on technological advancements. To make that statement, one must also use an incredibly modern world or a world where a xenophobic theocrat is in charge.</p><p></p><p>Because, let's face it. Historically speaking in all cultures far and wide ... the more religious a culture was the more advanced their healing technology was. The Greeks are the ultimate example in this. They could cure several modern ailments that we still cannot! They had incerdible medicines and drugs tat they used - and much of that was spurred on because of their pantheon. The Egyptians were no different. Nor were the Persains. I'm not a big buff of ancient far east, but my guess is that they were advanced ... and they were also religious in their own right.</p><p></p><p>historically speaking, the only reason we modern people seperate medecine and religion is because we had a xenophobic Catholic shurch push the Western world into the Dark Ages and much science was lost. But unless this DMs world has a xenophobic religion dominating the world - there is no reason to think that healing would be seperated from the divine.</p><p></p><p>What this all points me to is this. If the divine is taken out of the world ... the truth is that most of the healing should be - unless you are in a modern setting. So to create a world with no deities would imply creating a world with very slow healing. It would mean that the only way to heal would be through boosting one's natural healing through rest. That's the solution that makes sense to me - although it means damage is to be taken much more seriously in that campaign.</p><p></p><p>But ultimately, it is up to the creator of the world. I already said the nicest, neatest solution is just transfer the healing spells over to the arcanists spell selection. It doesn't make sense in the ethos of the world (in my mind) but mechanically that is the nicest solution.</p></blockquote><p></p>
[QUOTE="Nonlethal Force, post: 2687747, member: 35788"] I think for me the easiest solution to this problem is the already suggested balms/ointments/heal skill. Like the modern world. It takes time, though, to heal via antibiotics ... so it would take time to heal via balms and the heal skill. Honestly, though, I personally think that adding the heal + cure spells to the arcanists spell selection is a nice and neat solution, but it doesn't make sense in a greater ethos way. I disagree with the above poster who said without gods there would be more emphasis on technological advancements. To make that statement, one must also use an incredibly modern world or a world where a xenophobic theocrat is in charge. Because, let's face it. Historically speaking in all cultures far and wide ... the more religious a culture was the more advanced their healing technology was. The Greeks are the ultimate example in this. They could cure several modern ailments that we still cannot! They had incerdible medicines and drugs tat they used - and much of that was spurred on because of their pantheon. The Egyptians were no different. Nor were the Persains. I'm not a big buff of ancient far east, but my guess is that they were advanced ... and they were also religious in their own right. historically speaking, the only reason we modern people seperate medecine and religion is because we had a xenophobic Catholic shurch push the Western world into the Dark Ages and much science was lost. But unless this DMs world has a xenophobic religion dominating the world - there is no reason to think that healing would be seperated from the divine. What this all points me to is this. If the divine is taken out of the world ... the truth is that most of the healing should be - unless you are in a modern setting. So to create a world with no deities would imply creating a world with very slow healing. It would mean that the only way to heal would be through boosting one's natural healing through rest. That's the solution that makes sense to me - although it means damage is to be taken much more seriously in that campaign. But ultimately, it is up to the creator of the world. I already said the nicest, neatest solution is just transfer the healing spells over to the arcanists spell selection. It doesn't make sense in the ethos of the world (in my mind) but mechanically that is the nicest solution. [/QUOTE]
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Looking for alternatives to divine healing
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