D&D 5E Should healing magic be based on HD or not?

Should healing magic spells be based on HD size?

  • No. This allows different spells to heal different amounts, such as Healing Word's d4.

    Votes: 18 21.4%
  • Mixed. You can have some spells use HD size, but others don't. It doesn't need to be universal.

    Votes: 17 20.2%
  • Mixed. As above, but force a creature healed to spend its HD to benefit from the spell.

    Votes: 15 17.9%
  • Yes. But creatures don't actually spend their HD when healed, it is just based on their HD size.

    Votes: 13 15.5%
  • Yes. As above, but force a creature healed to spend its HD to benefit from the spell.

    Votes: 16 19.0%
  • Other. Please explain in your response.

    Votes: 5 6.0%


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Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
I would requite reworking a bunch of spells, but I do believe that low level healing spell would require you to spend HDs, like most healing in 4e. Surge-less healing, like it was known by then, should be rare-ish features or less powerful. It would require to have more HD available at low level, maybe HD per day could something like half-level + proficiency.

Another idea: have creatures at 0 hp spend 1 HD to receive any healing. So no Hit Die remaining? No easy healing word for you!

Then you would need monsters/spells/challenges that drain HD from players or Conditions that affect the spending of HDs.
 

BrokenTwin

Biological Disaster
One of the disadvantages with using 5E's hit dice as the primary source of healing (as opposed to the 4E Healing Surges) is that lower level characters have a lot fewer HD in 5E than HS in 4E. Which would make the disparity between low level and high level lethality even larger.
 

payn

Legend
I dont mind the limits being on both external and internal forces. Sometimes a creature can only take so much damage, tempt fate so many times, just has a limit that cant be passed. I mean, folks like to point to a God's power channeling through their follower, but that follower cant keep doing it as often as they want. Why can one have a limit, but not the other?
 

payn

Legend
One of the disadvantages with using 5E's hit dice as the primary source of healing (as opposed to the 4E Healing Surges) is that lower level characters have a lot fewer HD in 5E than HS in 4E. Which would make the disparity between low level and high level lethality even larger.
Yeah if I had my designers hat on again, Id probably go HD + Con mod or something to add a few extra shots every day.
 



BrokenTwin

Biological Disaster
Yeah if I had my designers hat on again, Id probably go HD + Con mod or something to add a few extra shots every day.
I'd be all for giving Con mod more to do, but then we're adding complexity instead of changing complexity, which has its own issues.

In regards to healing magic, I would totally add a spell or two that can recover a character's expended HD. Frankly, I'm shocked a spell like that doesn't already exist. I also think that you should be able to expend HD to recover Exhaustion on a short rest, but that's just me.

Really, Hit Dice as a mechanic is shockingly underutilized in 5E in general.
 

HammerMan

Legend
See my last post though and I do not see how a priest making a potion can imbue it with knowing who is going to drink it to determine how much power is in it. I also wonder if it would be gamed and the fighter gets all the potions since he can roll a d10, or the barbarian with a d12. Although it might make the potion be used more in combat.
the priest or alchomist puts the same energy in... the energy that lets you tap a bit more of your luck vigor and defensives (represented by HD)
 

HammerMan

Legend
I strongly dislike the idea of expending a target's hit dice when using a healing spell or other healing magic. It's an external source of intervention - it should be based on an external source of power, not the target's internal resources. I didn't like it for 4e healing potions and various powers, I still don't like it.

Basing the amount healed on the target's hit die size is an interesting idea, though. Proportionality was the one thing that 4e's healing did right.
I like it to be BOTH... some powerful magic should just act "as if you spent" but I think basic healing and everyday healing just being the magic/power to tap into your own limited reserves.
 



HammerMan

Legend
The problem about forcing Hit Dice, as mentioned before, is that it creates a single source of healing, internal, rather than having multiple ones, and it prevents the rather nice distinction between healing word and cure wounds, one healing more than the other but the other being ranged and a bonus action.
not much of a problem since both were diffrent in 4e...

Healing word bonus action spend a HD
Cure Wounds standard action heal as if you spent a HD
 


HammerMan

Legend
So how much a 20th level Life Cleric can heal depends upon the target and not the power of the cleric and their deity?

Yea, no. Not for me.
it would depend... if they cast a 1st level spell why not? I mean by 20th level they would have Heal, Regenerate, Raise Dead, Resurrections, True Resurrections. They are not hurting for showing off the power of themselves or there deity.
 

BrokenTwin

Biological Disaster
The 4E Healing Surge system was a fantastically robust system that gets constantly misrepresented. It handled getting worn out over an adventuring day, removed the oddity of it being more difficult to heal the beefy warrior than the frail wizard, represented the martial's ability to keep on trucking outside of just giving them more hit points...

Imagine if we had them in the 5E chassis as a universal resource that could be expended in multiple ways and represented a character's long-term endurance alongside Hit Points' short term endurace. Spend them to recover hit points, clear exhaustion or other status effects, lose them to traps or failing to navigate difficult terrain, burn them to add to damage rolls...
 

A mix of both sounds good to me. Keep the magical healing abilities that are already in place for most classes. Burning the spell slot, lay on hands, dice pool, etc to heal doesn't need to change. But I've always been a fan of making the Dwarven Fortitude healing ability something that any of the martial classes can do (when taking the dodge action you can spend a HD and recover HD+Con).
 

jgsugden

Legend
I was critical of how healing worked as an 8 year old in 1981. So, I started experimenting.

% of max hp healing. No combat healing. Only temp hps. Etc...

None of it worked. Nothing felt right ... so I changed how I felt by reframing what wounds and hps are.

In my game, hps are your toughness. When you lose hps, unless it is your last, all you're doing is taxing your toughness through superficial wounds, 'exhaustion (not the game mechanic), and pain. If a dragon breathes fire on your PC and does 92 of 108 hps, your PC threw themselves on the floor and directed the blast away somehowm getting singed - but not wounded.

Thus, healing can be restoring your toughness by giving you emotional strength to endure more. This works for Divine healing, Marital healing, Arcane healing, etc...

When I made that mental switch, the entire hp structure makes a heck of a lot more sense. It also allows you to introduce a wound system as well that is separate from hp loss, and that can add a lot to a game (although I elect not to use it).
 


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