Why Randomized Healing?

I've said it before and I'll say it again: Lesser Vigor is not clearly and obviously better than cure light wounds.

As a spell, preparing a vigor spell puts good clerics in the shoes of evil clerics. They have to choose to prepare it ahead of time which results in a significant decrease in their flexibility--especially since the vigor line of spells are totally insufficient for combat healing. If you need a healing spell in D&D past third level, odds are good you need to get more than two hit points THIS ROUND. So, not only does the vigor spell require that it be prepped thus reducing the cleric's non-healing versatility, it also competes with other spells for being burned for a cure spell during combat.

Vigor spells also don't benefit from Augment Healing (IMO) since they don't actually cure damage but rather grant an ability for a short time.

In wand form, Lesser Vigor is clearly better than cure light wounds for non-time sensitive after combat healing. The party gets ambushed in the middle of a long trip, they defeat the ambushers and don't have anything to do immediately except continue the trip. In that event, Lesser Vigor is clearly better. OTOH, if the party kicks in the door to the temple with Bless, Shield, Enlarge Person, Expeditious Retreat, Shield of Faith and Protection From Evil running, faces a massive fight with an army of gnolls and undead and then proceeds to heal before moving into the next room or facing the reinforcements, a wand of cure light wounds is far better. At level 4 or so, the party is likely to have to cure a couple members of 20-25 hit points of damage. They can wait 2.5 minutes and use 5 charges from their wand of lesser vigor (in which case, they've probably only got 6 rounds or so left on their buff spells) or they can wait about 1 minute and use 8-9 charges off the wand of CLW. In the latter case, they are probably healed by the time reinforcements arrive and can go through one or two more battles before their buffs wear off. In the former case, their buffs will only be helpful if the enemy reinforcements jump them, and in that case, they probably won't be fully healed yet.

In any event, the curing power of the wand of Lesser Vigor is at best twice that of the wand of CLW. Since they are wands, the only difference other than the time it takes to heal and who can use them (paladins, bards, and rangers can't use wands of lesser vigor, nor can Holy Liberators, Pious Templars, etc--another significant factor) is the amount of money it costs to get healed. Assuming that the party doesn't do ALL of their healing via wands but only uses wands to heal when they are out of spells or reasonably expect to need their spells in a future encounter, my experience indicates that a party might go through one wand of CLW between 4th and 6th level. It might go through one per level between level 7 and level 8 and maybe two per level until level 12. So, assuming that the party uses twice as many CLW wands as lesser vigor wands, the switch saves them...[drumroll please] at most 1125gp each over the span of 8 levels. That's significant to be sure but it's hardly likely to break the game. At worst, you're likely talking a first level pearl of power for each spellcaster and a potion of fly and lesser restoration for the non-spellcasters. Noticable? Yes. Worth doing? Yes. Worth a DM worrying about? Heck no.

Old Gumphrey said:
And what do we call it, kids, when one spell is clearly and obviously better than another spell?

"BROKEN!!"

I know that's a bit sarcastic but it does have merit. Maybe Vigor tree is not as effective in combat, but out of combat it is far and away superior; there's not even a contest. If you can use cures in combat, and vigors out of combat, and vigors are better than maximized versions of cures at the same level...you do the math. If you could only take one or the other I think it would be balanced but that is not the case.
 

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I've gone through a cure light wounds wand in one level, from 5th to 6th. That argument is bunk. Even the poster who originally cited Vigor house ruled it into sanity; when you use a wand you suddenly lose all disadvantages of the Vigor spell. Fireball is very easily compared to Lightning Bolt, I don't think there's really an argument there. Each one has its own merits and there is a real choice involved. There is no choice for an after-battle cleanup wand.
 

Staffan said:
Also, you have to wait the full 15 or 11 rounds to get the benefit. If you get a lesser vigor while one is already in effect, you'll still only have Fast Healing 1, not 2, and their durations will overlap rather than stack.

Actually it says so in the spells text that their durations stack. So you cast lessr vigor and then cast again, the spell simply lasts twice as long. Overlapping would mean the spells act at the same time and end at the same time, this isn't the case for thespells in the CD.
 

@Elder-Basilisk: I'm always wary as a DM when there is a single spell that institutes a sweeping change in game-play across the board. Suddenly, adventurers across the realms stop buying cure wands and start buying vigor wands. Clerics memorize a few vigor spells and spont cast them as cure spells if healing is needed in combat instead. Sure, it's never been done before, but hey just up the ante and make divine casters capable of healing even more now! It stays balance as long as you throw more creatures at the poor PCs, afterall...they can take it.

The cost/value gap is what originally caught my eye, not to mention the expenditure/value gap of the spell itself when in use by a cleric/druid. Where a CLW wand costs ~2.72gp/HP and a LV wand only costs you 1.36gp/HP. Balance-wise it is a clear discrepency. Afterall if there was armor that gave the same protection but at half the price or a sword that did twice as much damage for the same price wouldn't this change a few things? Sure you can argue in the long run it doesn't matter, up or down as long as it's all relative, so why have the healing price cut in the first place then? What is the point? Are clerics so lacking in healing that they need a boost (double the healing for you! Actually more than doubles the healing for a cleric, so doesn't this mean they can heal the same and cast twice as many OTHER spells? As you say EB, adding the vigor spells really doesn't change anything. Of course, I must respectfully disagree sir!

No more maximizing cure spells! Just toss this metamagic feat out the window for the cleric as the vigor spells make this use of the feat now worthless for cure spells. Instead we now see extended and persistent vigor spells!

*important note* the vigor spells have been expressed in total HPs healed rather than by duration which the CD has the vigor spells normally at: 10 rounds +1 round/level (fast heal 1), while my versions are 5 rounds +1 round/level (fast heal 1), for example.

First, the Complete Divine versions of the Vigor spells and how they compare to the Cure spells (including wand usage):

1st
Vigor, Lesser: 10+level Hp [max 15 Hp]
Wand: 11 Hp/use

3rd
Vigor: 20 + (level x 2) Hp [max 50 Hp]
Wand: 30 Hp/use

Vigor, Mass Lesser: 1 creature/two levels (NO CAP), 10+level Hp [max 25 Hp/each]
Wand: 2 creatures, 15 Hp each/use

5th
Vigor, Greater: 40 + (level x 4) Hp [max: 140 Hp]

as opposed to the cure spells…

1st
Cure Light Wounds: 1d8+1/level Hp (max 13 Hp, ~4.5+level Hp)
Wand: ~5.5 Hp/use

3rd
Cure Serious Wounds: 3d8+1/level (max 39 Hp, ~13.5+level Hp)
Wand: ~18.5 Hp/use

It's nothing to go running screaming to the hills with, or hide in a cave and subsist off of nuts & berries about, but it's still a significant change that is really uneccesary to the game, unless you want to support some kind of mass D&D "arms race", of course now arcane casters will want to be able to cast healing spells (oh wait they can CD: Arcane Disciple). :confused:

And here is my revised version of the vigor spells for those who might be interested in a comparison:

1st
Vigor, Lesser: 5 + 1/Level Hp [max 13 Hp]
Wand: 6 Hp/use

3rd
Vigor: 10 + 2/Level Hp [max 40 Hp]
Wand: 20 Hp/use

5th
Vigor, Greater: 20 + 4/Level Hp [max 120 Hp]

Vigor, Mass Lesser: 1 creature/two levels, 5 + 1/Level Hp [max 30 Hp/each]
 

Certain classes can maximize spells for free. With the appropriate Crafts feats, I would say this would transate, as you can use meta-magic during creation. Seeking the secret order of true nuetral healers for their legendary potions is right out of a story book.

On a simmilar note, I gave my PCs a number of maximized Cure Critical Wounds potions as a reward. The empire they aided has no real shortage of money, so they can spend time and money on things like this that would be impractical for your average PC. Or they may have acess to a broader base of powerful NPCs, as above.

Also, with potions, perhaps you could sip, taking only what you need at the time, and saying the rest went bad. It only helps on one end of the problem, but it would be a help none the less.
 

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