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Mearls: The core of D&D
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<blockquote data-quote="Hussar" data-source="post: 5604268" data-attributes="member: 22779"><p>Oh come on. Sigh. Well, let's look at the PHB 1 shall we? We'll just look at Heroic Tier</p><p></p><p>Cleric - Sacred Flame - At Will, gain Cha+1/2 level temp hp; Beacon of Hope - Daily, Everyone gains 5 hp; Cure Light Wounds (lvl 2) Daily - Gain hp without spending a surge; Cure Serious Wounds (lvl 6) Daily - Gain double healing surge value, Divine Power (lvl 9) Daily - Gain Regeneration 5</p><p></p><p>Fighter - Boundless Endurance (lvl 2 Stance) - Daily Gain Regen 2+Con while bloodied; Victorous Surge (Lvl 9 Daily) - Gain hp as if you had spent a surge</p><p></p><p>Paladin - Lay on Hands - Several times per day - give a healing surge to someone else; Bolstering Strike lvl 1 At will - Gain Wis Temp hp; Invigorating Smite Lvl 3 Encounter - if bloodied gain hp =5+Wis, also affects all bloodied allies within 5; </p><p></p><p>Y'know, I've got to go to work, so, I'm not going to bother going on here. I've proven my point. In a group, there is absolutely no reason why you aren't gaining bonus hit points every single encounter.</p><p></p><p>As far as "unlimited healing" goes, well, for a lot of people that was part of the problem, not the solution. Never minding the fact that it only applies to 3e, thus making the Alexandrian article somewhat suspect when claiming that 4e is the only edition to have "hard" limits on healing.</p><p></p><p>In any case, if your group is having trouble with getting more hit points and the only way their hp are coming back is by using surges, then they have deliberately chosen that as a strategy. That is not required by the rules.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5604268, member: 22779"] Oh come on. Sigh. Well, let's look at the PHB 1 shall we? We'll just look at Heroic Tier Cleric - Sacred Flame - At Will, gain Cha+1/2 level temp hp; Beacon of Hope - Daily, Everyone gains 5 hp; Cure Light Wounds (lvl 2) Daily - Gain hp without spending a surge; Cure Serious Wounds (lvl 6) Daily - Gain double healing surge value, Divine Power (lvl 9) Daily - Gain Regeneration 5 Fighter - Boundless Endurance (lvl 2 Stance) - Daily Gain Regen 2+Con while bloodied; Victorous Surge (Lvl 9 Daily) - Gain hp as if you had spent a surge Paladin - Lay on Hands - Several times per day - give a healing surge to someone else; Bolstering Strike lvl 1 At will - Gain Wis Temp hp; Invigorating Smite Lvl 3 Encounter - if bloodied gain hp =5+Wis, also affects all bloodied allies within 5; Y'know, I've got to go to work, so, I'm not going to bother going on here. I've proven my point. In a group, there is absolutely no reason why you aren't gaining bonus hit points every single encounter. As far as "unlimited healing" goes, well, for a lot of people that was part of the problem, not the solution. Never minding the fact that it only applies to 3e, thus making the Alexandrian article somewhat suspect when claiming that 4e is the only edition to have "hard" limits on healing. In any case, if your group is having trouble with getting more hit points and the only way their hp are coming back is by using surges, then they have deliberately chosen that as a strategy. That is not required by the rules. [/QUOTE]
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