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<blockquote data-quote="CapnZapp" data-source="post: 8084914" data-attributes="member: 12731"><p>So if we imagine thes above changes to have come into effect, what can we expect? (Talking healing here)</p><p></p><p>At level 7 for instance, you can purchase a pair of Moderate Healing Potions for 50 gold. Each heals 60 hp which is a significant number even for a Fighter or Barbarian. Assuming everybody has a Potion Bandoleer drinking one takes two actions, so you can still make an attack or move.</p><p></p><p>Obviously 25 gold is not a trivial amount at this level, so players will likely still prefer their healing to come from a Cleric's Heal spell (which heals 4d8+32 or ~50 hp as a 4th level spell)</p><p></p><p>Purchasing Lesser Healing Potions for 12 gold a pair is likely a better option. Half the healing is still not useless, and the cost is slashed by more than three fourths.</p><p></p><p>If you have a Cleric, you might never actually purchase potions. But you are much more likely to actually use the ones that drop as loot. Finding a Moderate Elixir of Life, for instance, wouldn't be unreasonable at this level. It too heals 60 hp, and grants you a bonus against poison and disease to boot.</p><p></p><p>The biggest benefit is for parties where for any reason no player wants the combat medic role. Previously, not having access to ~50 hp heals would have seriously impacted the group's pace of adventuring. Now, everyone can agree that the price of spending gold on healing is worth it if it enables everybody to play the class they want. The group likely still has a secondary healer, not to speak of Medicine and out of combat healing, but a fighter can now drink a potion instead of expecting a big heal to drop.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8084914, member: 12731"] So if we imagine thes above changes to have come into effect, what can we expect? (Talking healing here) At level 7 for instance, you can purchase a pair of Moderate Healing Potions for 50 gold. Each heals 60 hp which is a significant number even for a Fighter or Barbarian. Assuming everybody has a Potion Bandoleer drinking one takes two actions, so you can still make an attack or move. Obviously 25 gold is not a trivial amount at this level, so players will likely still prefer their healing to come from a Cleric's Heal spell (which heals 4d8+32 or ~50 hp as a 4th level spell) Purchasing Lesser Healing Potions for 12 gold a pair is likely a better option. Half the healing is still not useless, and the cost is slashed by more than three fourths. If you have a Cleric, you might never actually purchase potions. But you are much more likely to actually use the ones that drop as loot. Finding a Moderate Elixir of Life, for instance, wouldn't be unreasonable at this level. It too heals 60 hp, and grants you a bonus against poison and disease to boot. The biggest benefit is for parties where for any reason no player wants the combat medic role. Previously, not having access to ~50 hp heals would have seriously impacted the group's pace of adventuring. Now, everyone can agree that the price of spending gold on healing is worth it if it enables everybody to play the class they want. The group likely still has a secondary healer, not to speak of Medicine and out of combat healing, but a fighter can now drink a potion instead of expecting a big heal to drop. [/QUOTE]
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