cougent said:
I also have had tank players who were 40 points down from an 80 point max who refused offered healing because they did not want to waste the spells, "Save it for when I really need it". After a few occurrences of this, I stop asking until he "really needs it"
This seems like a pretty low-level game - about 8th level right? The problem really surfaces at higher levels, when - thanks to scrolls - the cleric can cast
heal once a round almost indefinitely - certainly longer than most monsters can last.
At this point, the monster has to be able to do in the region of 150 HP of damage a round, or he's not really challenging the party at all. And if he's capable of doing that, the cleric is stuck healing people for 150 every round. So, say your fighter has 200 HP, and the monster rolls badly and only does 75 HP of damage to him in a round, half what he usually does. You STILL have to heal him up, because the next attack might do the usual 150 and kill him outright.
I put the blame firmly at the door of the
heal spell to be honest. A
cure critical wounds is what, 4D8+20, maximum? Average of 38 HP. Not a great deal to your 200 HP fighter. Compare it to
heal which maxes out at 150, for one measly spell level higher?
To conclude, if healing hits stupid levels, damage has to hit stupid levels, and then the cleric is stuck healing all the time because there's practically zero buffer between alive and dead. Perhaps a removal of the
heal spell would help change this?