Touch of Healing [Reserve] feat from Complete Champion Excerpt

chitzk0i said:
Look at the flip side: whatever they charge for hit point healing will be 100% profit. Unless there are more altruistic clerics using the feat to provide free healing, then people will be willing to pay money for healing.

I admit I had overlooked that side. Still, I find that it imbalances the campaign world, because healing comes much more easy. Too easy. A spellcaster could still require money for the use of this feat, but it becomes difficult to put a price to it. And I certainly believe that adepts and clerics of most good gods will be altruistic enough to offer that healing free, or for a few coppers. Or simply attendence to their church.

As there is no greater effort involved, no expense of spell slots, it is considerably cheaper than a spell for the caster, which means that you can under-cut your rival's prices without suffering yourself. The lower limit, 'at cost', is offering it more or less gratis (a copper, perhaps, for the time and displacement, and even that is overpaid).

Of course, from a real-world point of view, that would be ideal. Free or cheap healing for everyone. An NHS that actually works! Nobody on the battlefield dying from wounds! But for flavour reasons, I don't like that in my pseudo-medieval or pseudo-early renaissance world, which I don't want to be as perfect as I might want my own world to be. Except perhaps as an exception to show, by contrast, how great the rulers of this particular place are. Naturally, opinions on flavour diverge, and I assume we also have different opinions on whether and how much money would be asked for using such a feat.

The question why good, and supposedly altruistic clerics and adepts would not heal people has come up a few times at the Eberron WotC boards. The answers provided, unless I am mistaken, were that clerics a) do not sell their spells (or should not; they are divine blessings, not crass commercial goods) and b) keep them back just in case there is a real need (someone at -8 hp and failing to stabilise).

This I believe would apply to most good-aligned clerics, regardless of setting. But both reasons are invalidated by this feat, if it is what the preview makes it out to be. They would not have to sell it (it doesn't cost them anything), and they do not risk standing there with no magic left when they really, really need it to save someone's life.

This also removes the need to actually focus on healing (which, in Eberron, removes the need for Jorasco, who would be easily put out of business by people offering healing free of for a few coppers). Provided you are a cleric and can cast healing spells spontaneously, you never need to prepare a healing spell at all, unless you are out adventuring and need to cure more than 6 hp at a go... which is all the vast majority of the world's inhabitants will need (beyond that, they need resurection).
 

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I definitly don't consider my settings to be psuedo medieval in anything but superficial lavor, and if it is changed socially by magic that, to me, is a good thing for believability of a fantasy world. That's jsut me...
Syltorian said:
The question why good, and supposedly altruistic clerics and adepts would not heal people has come up a few times at the Eberron WotC boards. The answers provided, unless I am mistaken, were that clerics a) do not sell their spells (or should not; they are divine blessings, not crass commercial goods) and b) keep them back just in case there is a real need (someone at -8 hp and failing to stabilise).

This I believe would apply to most good-aligned clerics, regardless of setting. But both reasons are invalidated by this feat, if it is what the preview makes it out to be. They would not have to sell it (it doesn't cost them anything), and they do not risk standing there with no magic left when they really, really need it to save someone's life.
IMO, both of the reasons just constitute excuses. You have people capable of healing, some of them will heal for free (because they can aford to and want to help), some of them will heal for enough to live on (because they have to live too but want to help), some will heal only for money or a special duty to those they value, others will charge high prices to those they don't like so much and give charity on the side. An individual leric or adept might not heal for the reasons given but trying to justify no charity healing in the world... lame...
 


Corsair said:
How much would you charge for an item, perhaps a set of gloves, that gives a fighter power attack?

One feat being equivalent to a 4500 gp item? Seems fair enough to me.

Except the feat doesn't negate ONE 4500gp item, it negates several. How many depends on the individual campaign, but it's a lot more than just 750gp for one cure lt wounds wand as others have suggested. Might as well have a feat called Infinite Arrows, and then try to estimate the value of that feat, when it is entirely dependent on how many arrows you shoot over a lifetime.

Even if we did say Power Attack gloves were worth, say, 13000 gp, taking the feat saves that money and lets it go towards other items. And pricing theoretical items and trying to equate the gp value of a given feat is an exercise in futility.
 


Endless healing outside of combat is only a problem because aside from hit point damage, the only other possible lasting effect of a combat is usually death.

Maybe the combat system would just have to be adjusted a little bit here. You regain full hit points after combat, but even normal meelee combat without using poisons, diseases or magical effects, can cause some lasting effects, Injuries that need to be healed over time or with using non-replenishing resources.
The effects should be noticeable, but nots serious. They shouldn't lessen the offensive capabilities too much (because that's deadly in D&D), so penalties to attacks or spell casting should be avoided.
Maybe effects like a general -2 penalty to saves or skill checks or a 10 ft movement penalty.
 

Man, I can't wait for this book to come out! I've been hoping for them to make an ability like this for a looong time. When I get my hands on it, it'll be time for a little celebration. We might even break out the Complete Champagne.
-blarg
 

Mustrum_Ridcully said:
Endless healing outside of combat is only a problem because aside from hit point damage, the only other possible lasting effect of a combat is usually death.

I take it negative levels, ability damage, ability drain, and the many other negative effects don't exist or play a small role in your games?
 

Mustrum_Ridcully said:
Endless healing outside of combat is only a problem because aside from hit point damage, the only other possible lasting effect of a combat is usually death.
Or more specifically, the only effect of hit point depletion will be death.

Currently, getting those hit points back requires something to be consumed--usually, charges from a wand. That 750 gp cost does add up, even at higher levels, because characters have more hit points.

Hopefully, the touch will have some restriction on it like it only restores hit points up to half their total. If not, I may house-rule it as such.
 

Huh. I know every group has a different play style, but I'm starting to get the impression that our group might use special effects more than some people here. We frequently leave a combat suffering from long-lasting effects other than just hp loss: diseases, poison, negative levels, broken/stolen gear, used items, curses, etc. Not to mention used spells, daily special abilities, and lost time (when inconvenient).

Hps are just one resource of many.
-blarg
 

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