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General Tabletop Discussion
*Dungeons & Dragons
Tweak Instant Cure spells to fix whack-a-mole
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<blockquote data-quote="UngeheuerLich" data-source="post: 6913986" data-attributes="member: 59057"><p>I tried that, but it was too much in my opinion. I also don´t let them add Con modifier. It is a straight d10 for a fighter, d12 for a Barbarian. Cure spells are now where I like them.</p><p>In the playtest cure spells healed 2d8+2 per level hp. That was too frustrating as DM. Especially since our Cleric chose the life domain. It was too much up and down. I do like that combats tend to end at some point.</p><p></p><p>Edit: Only healing someone that is already down is usually very risky. Depending on initiative order that person loses a turn or miss out an opportunity attack. Collect death saving throws faster than you may think. Area damage kills downed PCs, melee attacks add two failed saves if they don´t deal enough damage to one shot you. That is not too unlikely, especially at low levels or against life draining monsters.</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 6913986, member: 59057"] I tried that, but it was too much in my opinion. I also don´t let them add Con modifier. It is a straight d10 for a fighter, d12 for a Barbarian. Cure spells are now where I like them. In the playtest cure spells healed 2d8+2 per level hp. That was too frustrating as DM. Especially since our Cleric chose the life domain. It was too much up and down. I do like that combats tend to end at some point. Edit: Only healing someone that is already down is usually very risky. Depending on initiative order that person loses a turn or miss out an opportunity attack. Collect death saving throws faster than you may think. Area damage kills downed PCs, melee attacks add two failed saves if they don´t deal enough damage to one shot you. That is not too unlikely, especially at low levels or against life draining monsters. [/QUOTE]
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Tweak Instant Cure spells to fix whack-a-mole
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