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Refresher Course D&D Edition Numbers. AKA Modern D&D Is a Self Inflicted Problem.
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<blockquote data-quote="Staffan" data-source="post: 9776810" data-attributes="member: 907"><p><em>Wands of cure light wounds</em> are on the random treasure tables in the 3.0 DMG. Further, once you become able to put any non-personal spell into a wand, its use becomes obvious (much like the <em>wand of mage armor</em> which lets the wizard and possibly even monk enjoy the fruits of that spell without "wasting" spell slots, at a cost of 750 gp for +4 armor instead of the 16,000 gp <em>bracers of armor +4</em> cost).</p><p></p><p>It becomes even more obvious once you realize that 3e wands are useless for offensive spells, because they assume the minimum ability score and lowest caster level possible, so if you get e.g. a <em>wand of entangle</em> you'll get an <em>entangle</em> that lasts for 1 minute (which is fine) and has a save DC of 11 (which is not). So instead you look for spells that don't have saves and where caster level matters little to not at all, and put those in wands.</p><p></p><p>There's a difference between the hit points available within one encounter and the hit points available over the course of an adventuring day. Healing surges let you threaten one while still having the other left. Now, 4e got the numbers wrong overall: too many monster hp, and the defenses being off compared to accuracy, but the concept of healing surges itself was amazing. They also removed the need for a cleric in the party – having a leader/support/healer type is useful, but (a) it doesn't have to be a cleric and (b) it's a nice-to-have, not a necessity.</p><p></p><p>There was a related mechanic in 3e Unearthed Arcana called <a href="https://www.d20srd.org/srd/variant/adventuring/reservePoints.htm" target="_blank">Reserve points</a>, which was basically a second pool of hp you could fill up your actual hp from in between fights, letting you heal up without using magic. Unlike healing surges though, healing magic doesn't draw from this pool.</p></blockquote><p></p>
[QUOTE="Staffan, post: 9776810, member: 907"] [I]Wands of cure light wounds[/I] are on the random treasure tables in the 3.0 DMG. Further, once you become able to put any non-personal spell into a wand, its use becomes obvious (much like the [I]wand of mage armor[/I] which lets the wizard and possibly even monk enjoy the fruits of that spell without "wasting" spell slots, at a cost of 750 gp for +4 armor instead of the 16,000 gp [I]bracers of armor +4[/I] cost). It becomes even more obvious once you realize that 3e wands are useless for offensive spells, because they assume the minimum ability score and lowest caster level possible, so if you get e.g. a [I]wand of entangle[/I] you'll get an [I]entangle[/I] that lasts for 1 minute (which is fine) and has a save DC of 11 (which is not). So instead you look for spells that don't have saves and where caster level matters little to not at all, and put those in wands. There's a difference between the hit points available within one encounter and the hit points available over the course of an adventuring day. Healing surges let you threaten one while still having the other left. Now, 4e got the numbers wrong overall: too many monster hp, and the defenses being off compared to accuracy, but the concept of healing surges itself was amazing. They also removed the need for a cleric in the party – having a leader/support/healer type is useful, but (a) it doesn't have to be a cleric and (b) it's a nice-to-have, not a necessity. There was a related mechanic in 3e Unearthed Arcana called [URL='https://www.d20srd.org/srd/variant/adventuring/reservePoints.htm']Reserve points[/URL], which was basically a second pool of hp you could fill up your actual hp from in between fights, letting you heal up without using magic. Unlike healing surges though, healing magic doesn't draw from this pool. [/QUOTE]
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Refresher Course D&D Edition Numbers. AKA Modern D&D Is a Self Inflicted Problem.
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