Max healing out of combat


Homebrew and House Rules

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One of my GMs has an interesting houserule. All healing from magic (e.g., channel energy, cure spells, etc.) automatically is at maximum points. Thus, if the cleric's channel energy is 2d6 during combat, she heals 12 points automatically when the party's at rest.

Dark Archive RPG Superstar 2013 Top 32

I suppose that cuts down on the tedium of making dozens of rolls when healing out of combat. It also makes wands of cure light wounds even more useful. I can see the logic behind it, sure.


joela wrote:
One of my GMs has an interesting houserule. All healing from magic (e.g., channel energy, cure spells, etc.) automatically is at maximum points. Thus, if the cleric's channel energy is 2d6 during combat, she heals 12 points automatically when the party's at rest.

Is there a reason for him doing that?


We have done that with potions since the 2e days. I never extended it past them but I can see folks doing so


seekerofshadowlight wrote:
We have done that with potions since the 2e days. I never extended it past them but I can see folks doing so

It really does make sense with potions, considering how much more they cost than other means of tapping the spells, and the concept of healing potions is so popular (albeit ineffective)

Grand Lodge

Works for me. I'm testing out Health/Stamina rules in my next game, where you heal all Stamina after leaving combat. We'll see how that works.


kyrt-ryder wrote:
seekerofshadowlight wrote:
We have done that with potions since the 2e days. I never extended it past them but I can see folks doing so
It really does make sense with potions, considering how much more they cost than other means of tapping the spells, and the concept of healing potions is so popular (albeit ineffective)

well our reasoning was, they work though your system, and hit all area of your body. However in combat you are fast guzzling, and moving around and you tend to spill and not get it all. I mean you ever try and guzzle 16 oz or so in 6 seconds, while in a run or dodging an attacker?

Anyhow just something I carried over and it seems to work well, so I keep using it

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wraithstrike wrote:
joela wrote:
One of my GMs has an interesting houserule. All healing from magic (e.g., channel energy, cure spells, etc.) automatically is at maximum points. Thus, if the cleric's channel energy is 2d6 during combat, she heals 12 points automatically when the party's at rest.
Is there a reason for him doing that?

I'm new to his campaign so I'll have to ask him. But when he implemented it the first time, I thought, "neat. I'll have to houserule that in my games, too."

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seekerofshadowlight wrote:
However in combat you are fast guzzling, and moving around and you tend to spill and not get it all. I mean you ever try and guzzle 16 oz or so in 6 seconds, while in a run or dodging an attacker?

I've always assumed that potions consist of an amount of fluid roughly equal to a shotglass. Maybe 2-4 oz. at best. This, of course, is an entirely subjective thing.


We've used that house rule before, outside combat. Basically, it was like 'taking 10' on your healing.

In my current game we aren't using it, but we are using the spells from the spell compendium (with a couple of exceptions).

The go-to spell for my game's druid is 'Vigor'. She took the 'Spontaneous Healer' feat so she can spont heal spells, and she also prays for Lesser Vigor, Mass Lesser Vigor, and Vigor every day. We're using the spell-point variant from Unearthed Arcana, so she just needs to pray for one copy of each spell.

In combat, she'll spont-cast a cure spell, but after combat uses mass lesser vigor (instant 22hp per person) and then touch people up with individual vigors or lesser vigors for the high hp people.


Fatespinner wrote:
I've always assumed that potions consist of an amount of fluid roughly equal to a shotglass. Maybe 2-4 oz. at best. This, of course, is an entirely subjective thing.

Old piocs of potions from when we started playing showed the classic rounded "beaker" roughly around the size of the old 16 oz, glass bottles, but shorter and more round. So we guessed that what was inside was about that size, as many pics showed em full


seekerofshadowlight wrote:
Fatespinner wrote:
I've always assumed that potions consist of an amount of fluid roughly equal to a shotglass. Maybe 2-4 oz. at best. This, of course, is an entirely subjective thing.
Old piocs of potions from when we started playing showed the classic rounded "beaker" roughly around the size of the old 16 oz, glass bottles, but shorter and more round. So we guessed that what was inside was about that size, as many pics showed em full

Yeah, your familiar with the energy shot drinks right? That's about the size of potions in my games. Quick and easy.

Dark Archive RPG Superstar 2013 Top 32

seekerofshadowlight wrote:
Old piocs of potions from when we started playing showed the classic rounded "beaker" roughly around the size of the old 16 oz, glass bottles, but shorter and more round. So we guessed that what was inside was about that size, as many pics showed em full

Yeah, my logical counter to that idea is "glass bottles that large could not be easily stored without getting broken." Small shotglass-sized vials could be wrapped in hard leather and secured into a pack or bundle and be relatively safe from breakage, while large beaker-like bottles would almost certainly get shattered the first time the hero makes an Acrobatics check or gets knocked prone.

I'm aware that there aren't any actual mechanics for this kind of thing, but it works better in my head this way. You go your way and I'll go mine. :)


yep I under stand your counter, but so would the thin little wands we see hanging down in all the art. From the few older vials I have seen they tended to be thicker then modern glass. Anyhow I just used to rule back then and kept it


8 0z. to a potion in my group. The vials are not necessarily glass, either.


I would use this for spells and channel energy, but not potions. As I see it, a cleric could take time to channel positive energy carefully and taking time, similar to taking 20 on a check. I would simply triple the amount of time to complete such actions.

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Robert Petty wrote:
I would use this for spells and channel energy, but not potions. As I see it, a cleric could take time to channel positive energy carefully and taking time, similar to taking 20 on a check. I would simply triple the amount of time to complete such actions.

I was just thinking the same thing. Heck, increase the casting time to a full minute. It doesn't matter out of combat, and as long as the caster isn't interrupted in that full minute, the curing spell / channeling has maximized effect.

I was thinking awhile back of making a Feat that allowed someone with Channel Energy to maximize their roll, but only when they Channel their energy into a single touched individual. So a 5th Cleric capable of curing 3d6 damage to a 30 ft. burst could instead touch a single ally and heal them of 18 points. For the core game, this could be a Feat anyone could take. As a house rule, it could just be a general ability that all Clerics get for free...


I like this rule for potions as they do cost a lot, and also for channelling out of combat.

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