Party at full health after each encounter due to wand of clw


Advice

51 to 59 of 59 << first < prev | 1 | 2 | next > last >>

Talos Valcoran wrote:


So I'm pretty sure the player will use the wand after every encounter and the wand will run out of charges fairly quickly, and he wont be able to afford another one without compromising other equipment at low level. But at high level money wont be a problem.

Edit: Sorry for the weird nitpick, I'm still in quibble mode from another thread I was posting in lol. I see now where you added the in-combat bit later in the thread.


Shuriken Nekogami wrote:

really? is the OP upset about PCs being at full health every fight?

750 GP per wand which has 50 uses before it burns out. later on, they will need like a dozen wands per encounter. even more if you have a large party.

wand of infernal healing (or lesser vigor w/ 3.5 edition stuff) is cheaper, but slower.

and when you consider how much time is spent healing between encounters, travel becomes a whole lot slower.

slower travel means you spend more time at the same level due to taking longer to adventure.

At high levels maybe. It'll still be quite rare to be limited by time rather than resources or actual travel time. If each encounter is 10 rounds of actual combat and then 90! zapping with the happy stick, that's still time for 48 encounters in an 8-hour day. Even if you add another 10 minutes of travel between each, that's still 24, which is more than most would attempt. (Standard is something like 13 encounters per level right?)

If you're traveling longer distances between encounters, you might actually spend the whole 8 hours traveling and fighting, but a few minutes after each fight still isn't going to make a huge difference.

Nor is it going to take much longer in player time, which matters a lot more.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Evil Lincoln wrote:
EDIT: I'd like to make it clear that I am extremely unhappy with constant wand healing as the status quo, and I have houseruled it out of my game as well. I just took a different approach, because if I removed the source of healing, players would just rest up to full between each encounter.

What approach did you take up? I doubt I'd be able to use it for PFS judging, but I've been thinking about the economics of healing and am curious to your approach.


I don't have my PFRPG to look at but I know for a fact in 3.5 the wealth by level description explained that it was assumed and expected that the characters would do this and the consumables used (or intended for this use) should not be counted against them for the "total amount" of wealth.

Basically the core game is built with expectation consumables will be used to progress further. Given the rule set Pathfinder uses is fundamentally the same (encounters per day etc.) I wouldn't think that changed either.


Shuriken Nekogami wrote:

really? is the OP upset about PCs being at full health every fight?

750 GP per wand which has 50 uses before it burns out. later on, they will need like a dozen wands per encounter. even more if you have a large party.

wand of infernal healing (or lesser vigor w/ 3.5 edition stuff) is cheaper, but slower.

and when you consider how much time is spent healing between encounters, travel becomes a whole lot slower.

slower travel means you spend more time at the same level due to taking longer to adventure.

I'm not upset I'm asking about a magic item I've never encountered. Since when is doing a little research being upset?


I wouldn't worry too much about it really. My players discovered this a long time ago and have used it in every party since D&D 3.0. They all agreed to split the cost of the wand equally (even though the front-liners use it more but they protect everyone else so it works out I think).

Most parties will try to heal up to maximum after each encounter if possible. If they do not use wands, they will use scrolls or simply a butt-load of potions but they are going to try and find a way to keep those front-liners at near max before the next encounter.

My advice is to not change a thing unless you sense the need to, that is things are becoming way too easy. The wand changes some things in that the party does not need to rest as often so you can have more encounters per day. Also, the party has invested a lot of money in those wands so they should have some benefit from it.

What real problems do you anticipate with the wands? They won't make encounters easier, especially at higher levels but if they do, you can bump them up a bit.

Bottom line of the advice I can give you is that the main change it will make is that the party will want to stop and rest (i.e. regain healing spells) less often, so they may travel faster. This might be the only major consideration.


Most of the parties I've GM'd for create an extra share, half-share, or quarter-share of the treasure they take for 'expenses'. This includes bribes, travel fees, consumable magic items of a party nature, and the like. So if there are 5 players, they'd split the treasure 5.5 or 6 ways.


LazarX wrote:
Evil Lincoln wrote:
EDIT: I'd like to make it clear that I am extremely unhappy with constant wand healing as the status quo, and I have houseruled it out of my game as well. I just took a different approach, because if I removed the source of healing, players would just rest up to full between each encounter.
What approach did you take up? I doubt I'd be able to use it for PFS judging, but I've been thinking about the economics of healing and am curious to your approach.

Strain-Injury Variant, of course. I was trying not to shamelessly plug it, but there you asked.

More:

The basic rule is that any HP lost to a failed save, critical hit, or being put into negative hit points is a wound. All other damage heals with a short rest.

The objective is to keep the drama of damage without the ridiculousness of deep slashing wounds being inconsequential. It solves quite a few other problems as well (the role of parrying in combat, surviving a hit from a giant's club, etc)

It even includes an option for the "GP damage" rate, for people who want to keep it "balanced".


Talos Valcoran wrote:
Shuriken Nekogami wrote:

really? is the OP upset about PCs being at full health every fight?

750 GP per wand which has 50 uses before it burns out. later on, they will need like a dozen wands per encounter. even more if you have a large party.

wand of infernal healing (or lesser vigor w/ 3.5 edition stuff) is cheaper, but slower.

and when you consider how much time is spent healing between encounters, travel becomes a whole lot slower.

slower travel means you spend more time at the same level due to taking longer to adventure.

I'm not upset I'm asking about a magic item I've never encountered. Since when is doing a little research being upset?

People often don't read as carefully as they ought to in discussion threads. Try not to take it personally.

Here's a more amusing factoid, a use-activated item that does continuous or unlimited castings of a spell is 2k * caster level * spell level, possibly * 2 for being slotless. You could have an infinite-charge CLW (*rolls randomly*) nipple ring for 4000 gold with just core rule guidelines.

Not that anyone should, but if they did, at level 10, I don't think it would really change much in most campaigns.

51 to 59 of 59 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Party at full health after each encounter due to wand of clw All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice