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My "Insane" house Rule on healing
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<blockquote data-quote="5ekyu" data-source="post: 7589811" data-attributes="member: 6919838"><p>Whether or not the higher levels are more or less useful is shown in the play. if the game shows that you run low on HD often enough to make it worrisome, bigger heal spells make sense. If you see a lot of "shorter work days" not so much except of course that scenarios are balanced to suit the world - so a extra deadly" encounter that is scaled to draw most resources included HD in that mix.</p><p></p><p>What it tends to do is this... the first resource to be expended on recovery are up to half your HD. those will come back at long rest. Those can only (mostly) be used to regain HP. So, thats pretty much what gets burned first (with low level heal spells or elixirs.) After that, its a solid case of trade-off - HD that wont be back until TWO long rests vs spell slots that will be back after ONE long rest but which can be used for other things too. The other abilities mix in somewhere between that pair. </p><p></p><p>But, If a Gm wants to make the higher level heals more favored - limit the ND spent by level of spell. So a Cure Wounds at first level slot - only get to add 1HD. Cast it at 3rd or 4th - add 3HD or 4HD. So the "bigger faster" kicks in. i used this in the first campaign when it started in test but dropped it by the time that game left its intro stage because it really did not make a difference in choices.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7589811, member: 6919838"] Whether or not the higher levels are more or less useful is shown in the play. if the game shows that you run low on HD often enough to make it worrisome, bigger heal spells make sense. If you see a lot of "shorter work days" not so much except of course that scenarios are balanced to suit the world - so a extra deadly" encounter that is scaled to draw most resources included HD in that mix. What it tends to do is this... the first resource to be expended on recovery are up to half your HD. those will come back at long rest. Those can only (mostly) be used to regain HP. So, thats pretty much what gets burned first (with low level heal spells or elixirs.) After that, its a solid case of trade-off - HD that wont be back until TWO long rests vs spell slots that will be back after ONE long rest but which can be used for other things too. The other abilities mix in somewhere between that pair. But, If a Gm wants to make the higher level heals more favored - limit the ND spent by level of spell. So a Cure Wounds at first level slot - only get to add 1HD. Cast it at 3rd or 4th - add 3HD or 4HD. So the "bigger faster" kicks in. i used this in the first campaign when it started in test but dropped it by the time that game left its intro stage because it really did not make a difference in choices. [/QUOTE]
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