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On Healing and Broccoli
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<blockquote data-quote="Jeff Carlsen" data-source="post: 6042692" data-attributes="member: 61749"><p>More and more I support the idea of bringing back the bloodied condition at half hit points. If your not bloodied, healing is fast and easy. If you are, healing is slow and hard. This opens up some interesting possibilities. </p><p></p><p style="margin-left: 20px"><strong>Turn Undead/Channel Energy (class feature):</strong> As an at will action, a cleric can create a ten foot radius of positive energy around them. Any undead in this aura must make a wisdom save or flee. Any living creatures in this aura, and who are not bloodied, heal a number of hit points equal to their level each round they are within the radius. The cleric may concentrate to sustain this effect, and can perform other actions but can not cast spells. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Cure Wounds (spell):</strong> Can be prepared at any level, healing a number of dice depending on the level prepared. Can heal bloodied characters.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Non-Bloodied Healing Spells:</strong> A series of spells that heal any non-bloodied character to full, different only in their range and area of effect. If the healer can keep the party from becoming bloodied, then late in the fight, when the enemies themselves become bloodied, the cleric can drop area of effect healing without healing enemies. This makes healing more tactical.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Rejuvenation (spell):</strong> If the target is not bloodied, they roll a number of dice equal half their available hit dice every round. This does not consume their hit dice.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Healing Potion: </strong>If you are unbloodied, heal to full. Otherwise, gain your level in hit points.</p> <p style="margin-left: 20px"></p><p>The actual numbers are conceptual placeholders. But the concept is to make healing more of an interesting tactical game, give the cleric some cool tools, such as fireballs that heal unbloodied people, and yet reduce dependency on the cleric by letting people use some of those effects through potions. All of this withing removing the risk of actually taking injury and having to take time to heal.</p><p></p><p>Of course, this is sure to have flaws that need to be addressed. It's a starting point.</p></blockquote><p></p>
[QUOTE="Jeff Carlsen, post: 6042692, member: 61749"] More and more I support the idea of bringing back the bloodied condition at half hit points. If your not bloodied, healing is fast and easy. If you are, healing is slow and hard. This opens up some interesting possibilities. [INDENT][B]Turn Undead/Channel Energy (class feature):[/B] As an at will action, a cleric can create a ten foot radius of positive energy around them. Any undead in this aura must make a wisdom save or flee. Any living creatures in this aura, and who are not bloodied, heal a number of hit points equal to their level each round they are within the radius. The cleric may concentrate to sustain this effect, and can perform other actions but can not cast spells. [B]Cure Wounds (spell):[/B] Can be prepared at any level, healing a number of dice depending on the level prepared. Can heal bloodied characters. [B]Non-Bloodied Healing Spells:[/B] A series of spells that heal any non-bloodied character to full, different only in their range and area of effect. If the healer can keep the party from becoming bloodied, then late in the fight, when the enemies themselves become bloodied, the cleric can drop area of effect healing without healing enemies. This makes healing more tactical. [B]Rejuvenation (spell):[/B] If the target is not bloodied, they roll a number of dice equal half their available hit dice every round. This does not consume their hit dice. [B]Healing Potion: [/B]If you are unbloodied, heal to full. Otherwise, gain your level in hit points. [/INDENT]The actual numbers are conceptual placeholders. But the concept is to make healing more of an interesting tactical game, give the cleric some cool tools, such as fireballs that heal unbloodied people, and yet reduce dependency on the cleric by letting people use some of those effects through potions. All of this withing removing the risk of actually taking injury and having to take time to heal. Of course, this is sure to have flaws that need to be addressed. It's a starting point. [/QUOTE]
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