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General Tabletop Discussion
*Dungeons & Dragons
Using the "Bonus Action Potion Houserule" with Cure Wounds/Healing Word
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<blockquote data-quote="James Gasik" data-source="post: 8861555" data-attributes="member: 6877472"><p>No fight would be truly eternal, healing resources are limited, after all, and most opponents use physical attacks that don't run out of go juice, unlike spellcasters.</p><p></p><p>Let's assume that cure wounds scaled to where it could heal 150% of a single opponent's damage, enough to heal a full turn and give you a buffer. I'll keep picking on the Bugbear, since we know his damage is 2d8+2 (average 11). If cure wounds did 3d8+casting stat, it would take 2 of these- both of the Cleric's first level spell slots, to equal 3 rounds of Bugbear attacking. Even if we assume the very likely possibility that our Bugbear only gets 2 turns before he goes down, it still means 1 spell slot does not equal one opponent.</p><p></p><p>I think that's a pretty fair use of resources, myself. Of course, if you kill the Bugbear faster, then you've "healed" damage he would have caused (as previously pointed out upthread), so damage dealing isn't exactly obsoleted even with good healing spells.</p><p></p><p>Ironically, one will realize quickly that the best use of better healing spells is to wait until someone is critically low on hit points so as not to "waste" their potential, which actually puts players in more danger- you want to wait until an ally is fuming on hit points, you run the risk of them going down to a critical hit.</p><p></p><p>I think this would actually make the combat dynamic <strong>more </strong>exciting than it is currently, especially since you have to be up front where the danger is to use cure wounds in the first place.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8861555, member: 6877472"] No fight would be truly eternal, healing resources are limited, after all, and most opponents use physical attacks that don't run out of go juice, unlike spellcasters. Let's assume that cure wounds scaled to where it could heal 150% of a single opponent's damage, enough to heal a full turn and give you a buffer. I'll keep picking on the Bugbear, since we know his damage is 2d8+2 (average 11). If cure wounds did 3d8+casting stat, it would take 2 of these- both of the Cleric's first level spell slots, to equal 3 rounds of Bugbear attacking. Even if we assume the very likely possibility that our Bugbear only gets 2 turns before he goes down, it still means 1 spell slot does not equal one opponent. I think that's a pretty fair use of resources, myself. Of course, if you kill the Bugbear faster, then you've "healed" damage he would have caused (as previously pointed out upthread), so damage dealing isn't exactly obsoleted even with good healing spells. Ironically, one will realize quickly that the best use of better healing spells is to wait until someone is critically low on hit points so as not to "waste" their potential, which actually puts players in more danger- you want to wait until an ally is fuming on hit points, you run the risk of them going down to a critical hit. I think this would actually make the combat dynamic [B]more [/B]exciting than it is currently, especially since you have to be up front where the danger is to use cure wounds in the first place. [/QUOTE]
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Using the "Bonus Action Potion Houserule" with Cure Wounds/Healing Word
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