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Running a 5th edition game where magical healing is rare.
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<blockquote data-quote="Tony Vargas" data-source="post: 6844116" data-attributes="member: 996"><p>What's the idea behind 'no magical healing?' What are you trying to get at in terms of tone or campaign-definition? Why remove healing spells, but not potions, for instance?</p><p></p><p></p><p>HD provide a fair amount of short-rest healing, and everyone heals fully with a long rest. Neither of those things are magical, so there's a fair amount of non-magical healing, right there. </p><p></p><p>Loss of magical healing primarily impacts in-combat healing. About all you have is the Fighter using Second Wind, and that doesn't work if he's dropped.</p><p></p><p>But, if potions are abundant (and even scaling), then in-combat healing is covered, the only sticking point being who expends their actions on it. </p><p>The main impact would be that the classes that you don't ban, but that do have healing spells removed from their list, will have more slots left available to use for other spells.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6844116, member: 996"] What's the idea behind 'no magical healing?' What are you trying to get at in terms of tone or campaign-definition? Why remove healing spells, but not potions, for instance? HD provide a fair amount of short-rest healing, and everyone heals fully with a long rest. Neither of those things are magical, so there's a fair amount of non-magical healing, right there. Loss of magical healing primarily impacts in-combat healing. About all you have is the Fighter using Second Wind, and that doesn't work if he's dropped. But, if potions are abundant (and even scaling), then in-combat healing is covered, the only sticking point being who expends their actions on it. The main impact would be that the classes that you don't ban, but that do have healing spells removed from their list, will have more slots left available to use for other spells. [/QUOTE]
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Running a 5th edition game where magical healing is rare.
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