Didn't have to. Players knew going in what the house rules for the campaign were and made their class and subclass choices based off of them.But cure spells is a key subclass feature of life clerics and divine souls... Did you ban them?
What I think would happen:What would happen if all magical healing and healing potions did not increase hitpoints, but only created temp HP?
Yeah that's the kind of approach I like.Frankly, the game works fine by just removing all the healing spells in their entirety from the game too if you want really gritty.
I did that for my Curse of Strahd game. No magical healing spells worked in Barovia. The only "healing" came from spending hit dice during rests, the paladin's Lay on Hands (which I allowed for roleplay reasons) and the Healer feat. Doing that made things plenty gritty which is what I wanted for that campaign. It took a bit of time for the players to learn these new expectations... but that was part and parcel for learning how to deal with being in Barovia. Not much worked "normally" in ways they were used to.
That's right. For campaign setting rules you have a lot of leeway as long as you're upfront a out it in your session 0Didn't have to. Players knew going in what the house rules for the campaign were and made their class and subclass choices based off of them.
Had someone brought up Life Cleric or Divine Soul I would have reminded them, but it was unnecessary.
Thanks @dausappreciate your thoughts.What I think would happen:
1. Starting in the mid-levels (the point where gold starts piling up faster than PCs can spend it), it would be routine to stock up on potions of healing and drink them after every skirmish, providing a buffer in case of ambush. Actual healing spells would be reserved for pre-buffing before major combats. In this role, they would be very powerful.
2. Since temp hit points don't stack, there would be a strong preference to buff with spells that heal a lot in one go, rather than spreading out healing over multiple rounds/targets.
3. In-combat healing would basically never happen; you have removed the best use case for in-combat healing (reviving a fallen comrade), and even in other use cases, the need to anticipate where damage will fall is a serious hindrance.
4. Without the ability to top off your hit points and revive fallen allies using potions, a healer's kit would be must-have equipment, and the Healer feat would be in extremely high demand.
5. Upon reaching 11th level, using heal as a pre-buff before a big fight becomes a no-brainer. 70 extra hit points for the party tank is insane.
Thanks for the tip. I'll look it up.Have a look at how "Crypts & Things" handles HP and loss thereoff. Genius.
Bear in mind this is an OSR game, but the idea behind it is (imho) awesome.Thanks for the tip. I'll look it up.
For the sake of the thread, can you summarise?