Regenerate Wounds + Curing

AsEver

Explorer
This came up in our game the other day, and none of us knew quite how to rule on it.

Our Fighter waded into battle and was hit for 10 points of damage. Our Druid cast Regnerate Moderate Wounds on the Fighter. The fighter took more damage, after the RMW was cast, and was almost killed. Then the Cleric came in and cast a Cure spell on the Fighter.

The question is, does the Cure spell cure the "old" 10 points of damage first, or does it cure the "new" (after-RMW) damage first? Or something else?

The player of the Druid said that it would cure the old damage first, thus allowing the RMW spell to continue working on the new damage. I am playing the Fighter, and just erased the "new" damage, without really thinking of the implications. Nobody else had strong opinions on it, so we just hand-waved it away to keep things moving. The next time the Cleric cast a Cure on the Fighter (it was a long fight), I took off "old" damage just to keep things even.

Any thoughts?
 

log in or register to remove this ad


Thanks for responding, Pax.

I wouldn't mind so much taking turns with the Curing spells, I'm just trying to eliminate some of the math.

(And we'll take a swing to the top to see if the weekday crowd has anything to say.) :)

AsEver
 

I would just have it cure non-regenerating damage, frankly. Those regeneration spells are only decent in my opinion, so I'd allow them to cure the maximum damage as long as it was all taken during that combat. Allowing a cure to override them makes them unbelievably weak.
 

d20Dwarf said:
I would just have it cure non-regenerating damage, frankly. Those regeneration spells are only decent in my opinion, so I'd allow them to cure the maximum damage as long as it was all taken during that combat. Allowing a cure to override them makes them unbelievably weak.

I second that. There are some nice spell combos to pull off with Regeneration but even they're not always worth two rounds of casting.
 

Pets & Sidekicks

Remove ads

Top