... Or that doesn't use 9 levels of spells.
I mean, in the Dying Earth, there were essentially two levels of spells.
Building an entire magic system around making healing exactly the way you want it seems... a tad extreme.
... Or that doesn't use 9 levels of spells.
I mean, in the Dying Earth, there were essentially two levels of spells.
Then go with "just don't put a healing spell at every level, that was how 1e did it, anyway."Building an entire magic system around making healing exactly the way you want it seems... a tad extreme.
Like I said, I wasn't talking about 5e.I see what you're getting at, but I think we can use math to disprove the existence of such a sweet spot, at least as far as D&D is concerned. At the lowest point where the level 1 spell would still be useful to a level 1 character (let's say 25%, which is about 2hp), it's already overpowered when cast on a level 20 character (restoring 50hp is too good of an effect for a level 1 spell slot).
Given that our arbitrary starting point yields an unbalanced result, and we can't raise or lower that starting point without making it even less balanced for one of the groups, we can safely conclude that such a sweet spot doesn't exist.
Ah, yes. It would be much easier to fit percentile healing into a game that was actually designed for it. At the very least, it would be helpful if your HP total didn't vary by a factor of twenty over the course of gameplay.