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*Dungeons & Dragons
The Problem with Healing Powercreep
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<blockquote data-quote="Daztur" data-source="post: 9448205" data-attributes="member: 55680"><p><strong>Too Many Numbers</strong></p><p><strong></strong></p><p><strong>0e</strong></p><p>Hit points: fighting-men get 1d6+1 HPs at first level, 2d6 at second level 3d6 at third level, 4d6 at fourth level, and 5d6+1 at 5th level, clerics and magic-users gain HPs slightly slower. Thieves aren’t core so we’ll throw in a second fighting man. 14 Con isn’t enough to give anyone bonus HPs in 0e.</p><p></p><p>Healing: clerics get no spells at 1st level, but the first level spell Cure Light Wounds heals 1d6+1. There are no second level healing spells. So…</p><p></p><p>1st Level HPs: 4d6+2 (16) Healing: 0 Healing as % of HPs: 0%</p><p></p><p>2nd Level HPs: 7d6+1 (25.5) Healing 1d6+1 (4.5) Healing as % of HPs: 17.65%</p><p></p><p>3rd Level HPs: 11d6 (38.5) Healing 2d6+2 (9) Healing as % of HPs: 23.38%</p><p></p><p>4th Level HPs: 14d6+1 (50) Healing 2d6+2 (9) Healing as % of HPs: 18%</p><p></p><p>5th Level HPs: 17d6+3 (62.5) Healing 2d6+2 (9) Healing as % of HPs: 14.4%</p><p></p><p><strong>1e/2e</strong></p><p></p><p>1e gives us both more HPs and more healing. 14 Con still isn’t enough to give anyone bonus HPs but clerics get 1d8 HPs, Fighters 1d10, Magic-users 1d4, and Thieves 1d6. Our cleric’s 16 Wisdom is enough to give them two extra 1st level spells and two extra 2nd level spells.</p><p></p><p>For healing, we get Cure Light Wounds at 1st level (for 1d8 healing) but there are no 2nd or 3rd level healing spells (Cure Serious wounds in a 4th level spell):</p><p></p><p>1st Level HPs: 1d8+1d10+1d4+1d6 (16) Healing: 3d8 (13.5) Healing as % of HPs: 84.38%</p><p></p><p>2nd Level HPs: 2d8+2d10+2d4+2d6 (32) Healing: 4d8 (18) Healing as % of HPs: 56.25%</p><p></p><p>3rd Level HPs: 3d8+3d10+3d4+3d6 (48) Healing: 4d8 (18) Healing as % of HPs: 37.5%</p><p></p><p>4th Level HPs: 4d8+4d10+4d4+4d6 (64) Healing: 5d8 (22.5) Healing as % of HPs: 35.16%</p><p></p><p>5th Level HPs: 5d8+5d10+5d4+5d6 (80) Healing: 5d8 (22.5) Healing as % of HPs: 28.13%</p><p></p><p>So in 1e, healing starts out as quite important at level 1 (mostly because our 16 Wis cleric gets two bonus first level spells) and then drops off quickly after that. Still, healing is much more important than in 0e.</p><p></p><p><strong>3.*e</strong></p><p></p><p>For the first time everyone having 14 Con actually gives them more HPs. +2 HPs per level for everyone on top of max HPs at 1st level. Our cleric’s 16 Wisdom gives us a bonus 1st, 2nd, and 3rd level spell. To keep things simple our cleric won’t take the healing domain but now instead of getting no healing at level 1-5 except Cure Light Wounds (which now does 1d8+caster level healing), we also get Cure Moderate Wounds (2d8+caster level) and Cure Serious Wounds (2d8+caster level). Those caster levels are capped but those caps don’t matter here. Although it doesn’t matter much, clerics also get a healing cantrip that heals 1 HP, but cantrips aren’t at-will in 3.0e.</p><p></p><p>1st Level HPs: 36 (36) Healing: 2d8+5 (14) Healing as % of HPs: 38.89%</p><p></p><p>2nd Level HPs: 1d8+1d10+1d4+1d6+44 (60) Healing: 3d8+10 (23.5) Healing as % of HPs: 39.17%</p><p></p><p>3rd Level HPs: 2d8+2d10+2d4+2d6+52 (84) Healing: 7d8+19 (50.5) Healing as % of HPs: 60.12%</p><p></p><p>4th Level HPs: 3d8+3d10+3d4+3d6+60 (108) Healing: 10d8+33 (78) Healing as % of HPs: 72.22%</p><p></p><p>5th Level HPs: 4d8+4d10+4d4+4d6+68 (132) Healing: 16d8+50 (122) Healing as % of HPs: 92.42%</p><p></p><p>So in 3.0ed we get linear HPs, quadratic cleric for the first time. As you can see the amount of healing a cleric can pump out relative to total party HPs starts fairly low but rises each level. It would rise quite a bit faster if we had this cleric take the healing domain. One of the things that really pumps up our cleric’s healing is the bonus spells for high Wisdom but going beyond 5th level our cleric won’t need that boost anymore in order to start cranking out massive amounts of healing relative to party HPs.</p><p></p><p><strong>4e</strong></p><p></p><p>Things work quite differently in 4e. Healing tends to cost healing surges which heal 1/4 of your maximum HPs. Different classes get different numbers of healing surges plus your Con mod.</p><p></p><p>Since all of our characters have 14 Con that means that our cleric can heal 225% of their HPs, the fighter 275% of their HPs, and the rogue and wizard 200% of their HPs. There are a few powers that add to his healing for example clerics can use Healing Word twice per encounter which lets someone spend a Healing Surge + 1d6 (scaling at higher levels), Beacon of Hope gives the Cleric and nearby allies 5 HPs and boosts subsequent clerical healing by 5 for the rest of the encounter, Consecrated Ground gives a mild AoE regen effect, while the fighter’s Boundless Endurance gives a self-only regen power. However, none of these effects really add up to big numbers and they’re so situational that it’s hard to nail down a hard number for the amount of healing that a 4e party will put out.</p><p></p><p>But 250% of total party HPs seems like a good ballpark figure for a party in which everyone has 14 Con. Also note that the 4e party has to pay a lot less in terms of opportunity cost in order to do this as healing surges can only be spent on healing while spell slots spent on healing spells aren’t being used to cast other useful spells so in actual play the 4e party is going to be pumping out MUCH MUCH more healing than the 3e party, especially at lower levels.</p><p></p><p><strong>5e</strong></p><p></p><p>Things go back to something similar to the 3.5e baseline with a few changes: wizards and rogues get more HPs, no healing cantrips, no bonus spells for high wisdom, bonuses to curing spells are based on wisdom mod not caster level, fighters get second wind, and everyone gets Hit Dice. To keep things simple we’ll get everyone’s constitution at 14 and the cleric’s wisdom at 16 and we won’t take the life domain which would boost healing. We’ll assume that the party gets two short rests so the fighter can use Second Wind three times.</p><p></p><p>1st Level HPs: 36 (40) Healing: 4d8+4d10+1d6+17 (60.5) Healing as % of HPs: 151%</p><p></p><p>2nd Level HPs: 2d8+1d10+1d6+48 (66) Healing: 7d8+5d10+2d6+31 (97) Healing as % of HPs: 146.97%</p><p></p><p>3rd Level HPs: 4d8+2d10+2d6+56 (92) Healing: 14d8+6d10+3d6+51 (157.5) Healing as % of HPs: 171.20%</p><p></p><p>4th Level HPs: 6d8+3d10+3d6+64 (118) Healing: 8d8+4d10+4d6+32 (198.5) Healing as % of HPs: 168.22%</p><p></p><p>5th Level HPs: 8d8+4d10+4d6+72 (143) Healing: 26d8+8d10+5d6+82 (260.5) Healing as % of HPs: 182.67%</p><p></p><p>Interestingly, due to the lack of bonus spells due to wisdom and 5e clerics not adding caster level to healing, 5e clerics are actually slightly worse at healing than 3e clerics but with the addition of Second Wind and (especially) Hit Dice the 5e party blows the 3e party out of the water in terms of potential healing, although they need short rests to tap into their healing reserves while the 3e party can spam cure spells quickly out of combat.</p><p></p><p>Due to so much of the healing coming from hit dice, second wind slowly dropping off in its relative power, and 5e clerics not being quite as quadratic as 3e clerics the scaling is a lot smoother, but as the levels rise the party becomes capable to putting out a quite enormous amount of healing relative to their total HPs.</p><p></p><p><strong>5.5e</strong></p><p></p><p>Unless I’m missing something there are two changes we have to consider:</p><p></p><p>-Second wind can now be used proficiency times per day and one use gets restored each short rest. That means that if we assume two short rests then our fighter can use second wind a maximum of four times at levels 1-4 and five times at level 5.</p><p>-All the Cure Wounds dice get doubled. Unlike the 5e cleric, the 5.5e cleric is clearly better at healing.</p><p></p><p>1st Level HPs: 36 (40) Healing: 6d8+5d10+1d6+17 (76) Healing as % of HPs: 190%</p><p></p><p>2nd Level HPs: 2d8+1d10+1d6+48 (66) Healing: 10d8+6d10+2d6+31 (118) Healing as % of HPs: 178.79%</p><p></p><p>3rd Level HPs: 4d8+2d10+2d6+56 (92) Healing: 22d8+7d10+3d6+51 (202) Healing as % of HPs: 219.57%</p><p></p><p>4th Level HPs: 6d8+3d10+3d6+64 (118) Healing: 28d8+7d10+4d6+65 (253) Healing as % of HPs: 214.41%</p><p></p><p>5th Level HPs: 8d8+4d10+4d6+72 (143) Healing: 42d8+10d10+5d6+82 (353.5) Healing as % of HPs: 247.20%</p></blockquote><p></p>
[QUOTE="Daztur, post: 9448205, member: 55680"] [B]Too Many Numbers 0e[/B] Hit points: fighting-men get 1d6+1 HPs at first level, 2d6 at second level 3d6 at third level, 4d6 at fourth level, and 5d6+1 at 5th level, clerics and magic-users gain HPs slightly slower. Thieves aren’t core so we’ll throw in a second fighting man. 14 Con isn’t enough to give anyone bonus HPs in 0e. Healing: clerics get no spells at 1st level, but the first level spell Cure Light Wounds heals 1d6+1. There are no second level healing spells. So… 1st Level HPs: 4d6+2 (16) Healing: 0 Healing as % of HPs: 0% 2nd Level HPs: 7d6+1 (25.5) Healing 1d6+1 (4.5) Healing as % of HPs: 17.65% 3rd Level HPs: 11d6 (38.5) Healing 2d6+2 (9) Healing as % of HPs: 23.38% 4th Level HPs: 14d6+1 (50) Healing 2d6+2 (9) Healing as % of HPs: 18% 5th Level HPs: 17d6+3 (62.5) Healing 2d6+2 (9) Healing as % of HPs: 14.4% [B]1e/2e[/B] 1e gives us both more HPs and more healing. 14 Con still isn’t enough to give anyone bonus HPs but clerics get 1d8 HPs, Fighters 1d10, Magic-users 1d4, and Thieves 1d6. Our cleric’s 16 Wisdom is enough to give them two extra 1st level spells and two extra 2nd level spells. For healing, we get Cure Light Wounds at 1st level (for 1d8 healing) but there are no 2nd or 3rd level healing spells (Cure Serious wounds in a 4th level spell): 1st Level HPs: 1d8+1d10+1d4+1d6 (16) Healing: 3d8 (13.5) Healing as % of HPs: 84.38% 2nd Level HPs: 2d8+2d10+2d4+2d6 (32) Healing: 4d8 (18) Healing as % of HPs: 56.25% 3rd Level HPs: 3d8+3d10+3d4+3d6 (48) Healing: 4d8 (18) Healing as % of HPs: 37.5% 4th Level HPs: 4d8+4d10+4d4+4d6 (64) Healing: 5d8 (22.5) Healing as % of HPs: 35.16% 5th Level HPs: 5d8+5d10+5d4+5d6 (80) Healing: 5d8 (22.5) Healing as % of HPs: 28.13% So in 1e, healing starts out as quite important at level 1 (mostly because our 16 Wis cleric gets two bonus first level spells) and then drops off quickly after that. Still, healing is much more important than in 0e. [B]3.*e[/B] For the first time everyone having 14 Con actually gives them more HPs. +2 HPs per level for everyone on top of max HPs at 1st level. Our cleric’s 16 Wisdom gives us a bonus 1st, 2nd, and 3rd level spell. To keep things simple our cleric won’t take the healing domain but now instead of getting no healing at level 1-5 except Cure Light Wounds (which now does 1d8+caster level healing), we also get Cure Moderate Wounds (2d8+caster level) and Cure Serious Wounds (2d8+caster level). Those caster levels are capped but those caps don’t matter here. Although it doesn’t matter much, clerics also get a healing cantrip that heals 1 HP, but cantrips aren’t at-will in 3.0e. 1st Level HPs: 36 (36) Healing: 2d8+5 (14) Healing as % of HPs: 38.89% 2nd Level HPs: 1d8+1d10+1d4+1d6+44 (60) Healing: 3d8+10 (23.5) Healing as % of HPs: 39.17% 3rd Level HPs: 2d8+2d10+2d4+2d6+52 (84) Healing: 7d8+19 (50.5) Healing as % of HPs: 60.12% 4th Level HPs: 3d8+3d10+3d4+3d6+60 (108) Healing: 10d8+33 (78) Healing as % of HPs: 72.22% 5th Level HPs: 4d8+4d10+4d4+4d6+68 (132) Healing: 16d8+50 (122) Healing as % of HPs: 92.42% So in 3.0ed we get linear HPs, quadratic cleric for the first time. As you can see the amount of healing a cleric can pump out relative to total party HPs starts fairly low but rises each level. It would rise quite a bit faster if we had this cleric take the healing domain. One of the things that really pumps up our cleric’s healing is the bonus spells for high Wisdom but going beyond 5th level our cleric won’t need that boost anymore in order to start cranking out massive amounts of healing relative to party HPs. [B]4e[/B] Things work quite differently in 4e. Healing tends to cost healing surges which heal 1/4 of your maximum HPs. Different classes get different numbers of healing surges plus your Con mod. Since all of our characters have 14 Con that means that our cleric can heal 225% of their HPs, the fighter 275% of their HPs, and the rogue and wizard 200% of their HPs. There are a few powers that add to his healing for example clerics can use Healing Word twice per encounter which lets someone spend a Healing Surge + 1d6 (scaling at higher levels), Beacon of Hope gives the Cleric and nearby allies 5 HPs and boosts subsequent clerical healing by 5 for the rest of the encounter, Consecrated Ground gives a mild AoE regen effect, while the fighter’s Boundless Endurance gives a self-only regen power. However, none of these effects really add up to big numbers and they’re so situational that it’s hard to nail down a hard number for the amount of healing that a 4e party will put out. But 250% of total party HPs seems like a good ballpark figure for a party in which everyone has 14 Con. Also note that the 4e party has to pay a lot less in terms of opportunity cost in order to do this as healing surges can only be spent on healing while spell slots spent on healing spells aren’t being used to cast other useful spells so in actual play the 4e party is going to be pumping out MUCH MUCH more healing than the 3e party, especially at lower levels. [B]5e[/B] Things go back to something similar to the 3.5e baseline with a few changes: wizards and rogues get more HPs, no healing cantrips, no bonus spells for high wisdom, bonuses to curing spells are based on wisdom mod not caster level, fighters get second wind, and everyone gets Hit Dice. To keep things simple we’ll get everyone’s constitution at 14 and the cleric’s wisdom at 16 and we won’t take the life domain which would boost healing. We’ll assume that the party gets two short rests so the fighter can use Second Wind three times. 1st Level HPs: 36 (40) Healing: 4d8+4d10+1d6+17 (60.5) Healing as % of HPs: 151% 2nd Level HPs: 2d8+1d10+1d6+48 (66) Healing: 7d8+5d10+2d6+31 (97) Healing as % of HPs: 146.97% 3rd Level HPs: 4d8+2d10+2d6+56 (92) Healing: 14d8+6d10+3d6+51 (157.5) Healing as % of HPs: 171.20% 4th Level HPs: 6d8+3d10+3d6+64 (118) Healing: 8d8+4d10+4d6+32 (198.5) Healing as % of HPs: 168.22% 5th Level HPs: 8d8+4d10+4d6+72 (143) Healing: 26d8+8d10+5d6+82 (260.5) Healing as % of HPs: 182.67% Interestingly, due to the lack of bonus spells due to wisdom and 5e clerics not adding caster level to healing, 5e clerics are actually slightly worse at healing than 3e clerics but with the addition of Second Wind and (especially) Hit Dice the 5e party blows the 3e party out of the water in terms of potential healing, although they need short rests to tap into their healing reserves while the 3e party can spam cure spells quickly out of combat. Due to so much of the healing coming from hit dice, second wind slowly dropping off in its relative power, and 5e clerics not being quite as quadratic as 3e clerics the scaling is a lot smoother, but as the levels rise the party becomes capable to putting out a quite enormous amount of healing relative to their total HPs. [B]5.5e[/B] Unless I’m missing something there are two changes we have to consider: -Second wind can now be used proficiency times per day and one use gets restored each short rest. That means that if we assume two short rests then our fighter can use second wind a maximum of four times at levels 1-4 and five times at level 5. -All the Cure Wounds dice get doubled. Unlike the 5e cleric, the 5.5e cleric is clearly better at healing. 1st Level HPs: 36 (40) Healing: 6d8+5d10+1d6+17 (76) Healing as % of HPs: 190% 2nd Level HPs: 2d8+1d10+1d6+48 (66) Healing: 10d8+6d10+2d6+31 (118) Healing as % of HPs: 178.79% 3rd Level HPs: 4d8+2d10+2d6+56 (92) Healing: 22d8+7d10+3d6+51 (202) Healing as % of HPs: 219.57% 4th Level HPs: 6d8+3d10+3d6+64 (118) Healing: 28d8+7d10+4d6+65 (253) Healing as % of HPs: 214.41% 5th Level HPs: 8d8+4d10+4d6+72 (143) Healing: 42d8+10d10+5d6+82 (353.5) Healing as % of HPs: 247.20% [/QUOTE]
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