SheepishEidolon |
At my group I noticed they need an increasing amount of time to heal their wounds. For efficiency reasons they still mainly use Cure Light Wounds, and it needs a lot of rolls to get everyone back to full HP. So I wonder: What do you think about 'take 5' instead of rolling d8 there? Probably just out of combat and starting at caster level 5 (resulting in 10 HP per CLW)?
Fergie |
Changing cure light wounds spells to a set 5+CL would basically have no effect on the game except to speed it up.
Keep in mind that healing magic is based around a 15 point buy where everyone gets max hp at first level, then average for their hit die type. If your group uses a different method, such as max hp for every level, healing magic should be similarly increased.
HWalsh |
I never considered wands efficient. They are expensive and take forever... Then again I'm used to a Paladin with 12 8d6+16 Lay on Hands per day around level 10... (24-66 per shot's pretty darn efficient)
That having been said if they're getting high enough that 1d8+1 is taking too long, maybe they can invest in a Cure Moderate Wand?
GM Rednal |
The reason they're using wands of CLW is probably because, per point of healing, they're the most cost-effective method when you need to restore a lot of HP and don't have any practical class abilities for it. Giving them an average of 5 points per-use out of combat is fine, and shouldn't significantly impact your game other than helping to speed it up. ^^
Cyrad RPG Superstar Season 9 Top 16 |
KahnyaGnorc |
I never considered wands efficient. They are expensive and take forever... Then again I'm used to a Paladin with 12 8d6+16 Lay on Hands per day around level 10... (24-66 per shot's pretty darn efficient)
That having been said if they're getting high enough that 1d8+1 is taking too long, maybe they can invest in a Cure Moderate Wand?
Out-of-combat, they don't take forever (10 uses per minute is pretty fast out-of-combat), and they don't use any limited ability that's best used in-combat.
Petty Alchemy RPG Superstar Season 9 Top 16 |
Shouldn't you round down to 4 instead of 5, though?
I mean, Take 10 is rounded down from the average of 10.5, making it more efficient to actually roll your die. I think it should be the same for other variants of "Take X".
DCs are usually set with a base of 10+modifiers, so it matches up when you take 10. Wouldn't be an issue with HP.
Meraki |
We've got a houserule in some of my games that when you roll to see how much you heal for cure spells/channels, the minimum you'll get is half. So if you're rolling 2 d8s and you roll a 2 and a 6, you'd increase the 2 to a 4 and get 10 from the dice (plus appropriate bonus).
SheepishEidolon |
Ok, so some agreement here, will present it to my group soon.
Shouldn't you round down to 4 instead of 5, though?
I picked rounding up (5) instead of the usual rounding down (4) to encourage everyone to use it. Some players would rather roll than losing ~5% healing, I want them to relax and not slow down the table.
However, only a small percentage of CLW wands have a caster level higher than 1.
You have a point here. It should be tied to character level, not caster level.
Keep in mind that healing magic is based around a 15 point buy where everyone gets max hp at first level, then average for their hit die type. If your group uses a different method, such as max hp for every level, healing magic should be similarly increased.
Hmm, they have a lot of cure spells available, so it's not an issue so far. Improving cure spells in battle might impact balance - right now at level X they heal only half as much as a CR X foe damages them, but the foe has to hit first. Improving these spells only outside of battles relatively devalues healing in combat, leading to more risky playstyles.
Drahliana Moonrunner |
I never considered wands efficient. They are expensive and take forever... Then again I'm used to a Paladin with 12 8d6+16 Lay on Hands per day around level 10... (24-66 per shot's pretty darn efficient)
That having been said if they're getting high enough that 1d8+1 is taking too long, maybe they can invest in a Cure Moderate Wand?
Would like to know how you managed that, when the base value for a level 10 Paladin is 4 or 5 d8?
HWalsh |
HWalsh wrote:Would like to know how you managed that, when the base value for a level 10 Paladin is 4 or 5 d8?I never considered wands efficient. They are expensive and take forever... Then again I'm used to a Paladin with 12 8d6+16 Lay on Hands per day around level 10... (24-66 per shot's pretty darn efficient)
That having been said if they're getting high enough that 1d8+1 is taking too long, maybe they can invest in a Cure Moderate Wand?
5d6 baseline
+1d6 Greater Mercy+2d6 Bracers of the Merciful Knight
Fey Foundling +2 per die of healing rolled
So 8d6+16 @ level 10
Paladins are one of, if not the, most efficient HP damage healers in the game.
Vs the Cleric/Oracle's 4d8+10 single target.
Though my point actually is, if you allow such, "ease of use" healing it short sheets the people who actually focus on this kind of thing.
Life Oracles, Paladins, Clerics, etc.
So... Remember... Sometimes healing is what a class does and there does come a time when CLW wands aren't going to be efficient.
Around level 10, if someone needs 50 HP that's 1/5 of a wand's total charges. And at those levels 50 damage isn't much. That's 2 hits.
When CLW wands aren't cutting it... The problem ain't with the wand.
Create Mr. Pitt |
Being a healing class is usually boring and allowing an average on out-of-combat wand uses does not limit classes that bring the healing; those usually specialize in in combat healing (which is inefficient except in few cases like the life oracle). Averaging wand hits is fairly standard, it's usually a pretty good idea.
HWalsh |
Being a healing class is usually boring and allowing an average on out-of-combat wand uses does not limit classes that bring the healing; those usually specialize in in combat healing (which is inefficient except in few cases like the life oracle). Averaging wand hits is fairly standard, it's usually a pretty good idea.
I dunno... Being able to heal for 24-66 damage with a swift is pretty efficient. Though I did once see a Paladin with one of the Oaths heal someone for 18-108 per shot.
Pizza Lord |
This is very similar to a rule I use in my campaigns. To speed up healing rolls, I just allow a 5 result per die + CL, I only allow this out of combat however, assuming no threats or distractions.
It is mostly to speed things up, but also to make determining how many charges and such get used from wands much easier to anticipate. For instance, just say you're using 6 charges (obviously over the course of 6 rounds) from your wand of cure lights wounds and the target is getting 36 hit points back (5 + 1 CL of the wand). Makes it much easier than potentially getting 1 and 2's.
Headfirst |
Why not just use the regular Take 20 rules for healing? If you spend 20x the casting time of the healing spell, it heals for the maximum amount. If you've got the time, spend 20 rounds to cast any cure spell with all 8s on the dice.
This achieves a few notable effects:
1) It discourages potentially wasting healing (rolling low) in combat, which is awesome because it also reduces the perception of clerics/oracles as "heal bots" in battle. Instead, they can focus on fighting and using their other great spells.
2) It eliminates some of the accounting between battles. No more rolling handfuls of dice, just figure out how many spells you need to cast and mark them off.
3) It extends the "adventuring day" by making healing more efficient, so long as it's used properly. No more early ends to adventuring days because the cleric rolled crappy on all his healing spells.