Wepwawet
Explorer
But Healing Word is ranged, that's why the amount healed is lower. (Actually I've never seen a wand of cure wounds in 3.5, was it touch?)Honestly, I would probably keep the d8 listed in the Cure Wounds spell.
But Healing Word is ranged, that's why the amount healed is lower. (Actually I've never seen a wand of cure wounds in 3.5, was it touch?)Honestly, I would probably keep the d8 listed in the Cure Wounds spell.
The thing is, this is a 3.5 adventure, and I have pretty much carried over the magic items as is. We have only made it through 2.5 chapters of the 12 chapter AP. They are level 5 and have +1 plate, +1 splint, a couple wands of healing word, a couple rings of protection, a +1 quarterstaff, +1 short sword, +1 flail, +1 crossbow. On top of that, they found a 200lbs. table of shiny red space metal that they decided to haul back to the awesome smithy in town. He made them a bunch of +1 gear out of it. I am not worried too much about it imbalancing things. It just means they will get +1 items a bit sooner. I figure I will limit things when we start getting into the ridiculous +3 to +5 territory.Honestly, I would probably keep the d8 listed in the Cure Wounds spell.
Is it working though? No issues?
http://www.dandwiki.com/wiki/SRD:WandsBut Healing Word is ranged, that's why the amount healed is lower. (Actually I've never seen a wand of cure wounds in 3.5, was it touch?)
5e is very deadly. Especially at 1st level. A wizard with 6hp needs to hide and invest in shield and mage armor. Even at 5th level, things can be deadly. Last week, the party was working their way through a swamp. They had just finished a long rest. A giant crocodile (CR5) got the drop on them. It bit down on the rogue/monk and did 27 damage. The halfling rogue was grappled in the crocodile's mouth and left with 1 hp. The tail swung around and clubbed the cleric (21AC) for another 17 points of damage. Some quick thinking (shrink on the crocodile, wand of healing word) kept the rogue from dying after the crocdile crunched down on the rogue again. The party has a war cleric and a paladin. I push the party to go as far as possible before taking a long rest, so everyone is usually pretty drained, but I think you could do it with a bard if everyone was careful.Actually 1d4+2 sounds like a good amount of healing for a character proficient in Medicine using a Healing Kit. Or rather 1d4+Wis. mod.
Enough to make a difference, but low enough not to be used all the time...
Well, the truth is that I'm worried about the first episode of HotDQ with several different missions and all those encounters with raiders. I'm worried that those 1st level characters won't survive till the end. That's why I'm trying to find more ways to heal.
But really, how deadly is 5e? Are the players generally fine with only one "healer", even if it's a Bard?
With good reason. Between sneaking into town and Seek the Keep the party could face anything from 4 to 8 encounters (8 being pretty unlikely, they'd have to not sneak at all, and you'd have to roll a lot of 50/50 random encounters, even everyone in a 4-PC party failing stealth would only get you two random encounters for a total of 6). That's about a day's worth of encounters without even a short rest among them.Well, the truth is that I'm worried about the first episode of HotDQ with several different missions and all those encounters with raiders. I'm worried that those 1st level characters won't survive till the end. That's why I'm trying to find more ways to heal.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.