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One way you could re-introduce such a spell would be to put conditions on it, e.g. it will only work if the character has loss less than 10% of their maximum Hit Points (minimum of 1 hp loss).
E.g. Bradden is a 5th level fighter with a CON of 14, his hit points are on average (10 + 5.5 + 5.5 + 5.5 + 5.5 +(2x5) = 42.
If he has suffered only 4 hit points of damage (less than 10% of his HP) Cure Minor Wounds could be used four times to heal those four HP.
E.g. Glub the 0 level commoner only has 8 HP, 10% of that that is 0.8, but with the minimum of 1 HP loss clause, it would allow that 1 HP to be restored as long as Glub has only lost 1 hp.
I.e. Cure Minor Wounds only works when the patient has suffered only minor HP loss.

Drejk |

You could rewrite stabilize so it would not only stabilize dying character but also heal 1 point to dying or stabilized character - (unlimited healing with a limit being back at 0 hp).
Another option for reintroducing cure minor wounds - it can be used unlimited number of times per day, but each recipient can be only affected once per day (acting like a lesser version of witch's healing hex).

Blackstorm |

To be honest I don't miss it so much. I played a cleric for years in 3.5, and I never prepared it in whole 15 levels. Anyway I second Drejk in rewriting stabilize. Maybe you can cure 1 hp when you use it, or even the con modifier until the target is below 0. Be ware that this is a way to remove part of negative HP tax.

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I don't miss it, no.
If I were going to include a healing cantrip, I'd probably have it increase the effectiveness of "Treat Deadly Wounds" with the Heal skill. Like adding your ranks in Heal to the amount healed.
But, even then, I'd rather have that be a feat or alchemical item, to spread healing around a little.
I just thought it might end the 15 minute adventure day as is.
The real question is what you're trying to get around. If you're okay with the party starting at full resources every fight, but think it's weird that they rest constantly, just restore HP and spells after every fight.
Most complaints about the 15 minute day, though, are about how players are getting around the intended play (slowly wearing down the party over the course of a day). In that case, you need to push your party harder. Giving them the benefits of the 15 minute day, even repackaged in orison form, wouldn't help you at all in that case.
If you're pushing the characters so hard that they would literally die with one more encounter, you're probably better off increasing starting HP than restoring full HP after every fight. Or maybe easing off on the encounter difficulty.
Cheers!
Landon

thejeff |
As far as dealing with the 15-minute day, it seems like this would increase the split between martials and casters. Martials would always be healed up and ready to go from the clerics orison, while the casters would still run out of useful spells.
And honestly, just for thematic reasons, I'd rather something like a "Full Heal" spell with a several minute casting time than have to cast Cure minor wounds 100 times to get someone back to full.

Starbuck_II |

That's the reason it was removed for Pathfinder. The same reason that Prestidigitation was powered down. With the unlimited usage of orisons/cantrips, you have to put restrictions to balance the new benefits.
Just add same limitation as daze? Remember daze while unlimited doesn't affect same target twice in same battle.

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It was a nice little spell. Obviously incompatible with the new orison system, where stabilize takes its place. But I did find it handy, particularly in conjunction with metamagic. Silenced or reach cure minor wounds were affordable 1st-level variants. (Reach cure minor wounds in wand form was great vs. monsters that inflicted what we now call bleed damage.)

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I just thought it might end the 15 minute adventure day as is.
In combat it's not that important as most monsters will out shine this healing at first level. But after a life saver and useful for dms too.
There are MUCH better ways of ending the 15 minute day then by using a game breaking mechanic.

Zhayne |

The Beardinator wrote:That's the reason it was removed for Pathfinder. The same reason that Prestidigitation was powered down. With the unlimited usage of orisons/cantrips, you have to put restrictions to balance the new benefits.Just add same limitation as daze? Remember daze while unlimited doesn't affect same target twice in same battle.
Using it in battle isn't the issue.
It's using it OUT of battle, where, if you've the time, you can perform infinite healing at zero cost.
Umbriere Moonwhisper |

Starbuck_II wrote:The Beardinator wrote:That's the reason it was removed for Pathfinder. The same reason that Prestidigitation was powered down. With the unlimited usage of orisons/cantrips, you have to put restrictions to balance the new benefits.Just add same limitation as daze? Remember daze while unlimited doesn't affect same target twice in same battle.Using it in battle isn't the issue.
It's using it OUT of battle, where, if you've the time, you can perform infinite healing at zero cost.
and even then, i have no issue with unlimited out of battle healing
essentially, it means, if you stand there waiting for the cleric to touch everybody enough times between fights, you can start every fight at full HP.
essentially makes HP the per encounter resource they already are, it's doing nothing cheap healing wands don't already do. all it does, is increase the amount of required healing time as a means to save money. imagine if you could make your CLW wand free if you used 5 times the amount of time and 5 times the number of actions to get the same healing on one character.

thejeff |
Starbuck_II wrote:The Beardinator wrote:That's the reason it was removed for Pathfinder. The same reason that Prestidigitation was powered down. With the unlimited usage of orisons/cantrips, you have to put restrictions to balance the new benefits.Just add same limitation as daze? Remember daze while unlimited doesn't affect same target twice in same battle.Using it in battle isn't the issue.
It's using it OUT of battle, where, if you've the time, you can perform infinite healing at zero cost.
And do it in a stupid, annoying and immersion breaking fashion. If you want full heals between battles, just house rule them in. Don't require someone with orisons and the silliness of casting the same minor spell potentially hundreds of times in quick succession.
Bringing it back with the hex-like limitation of once per day/person wouldn't be a problem. But it also wouldn't be useful, except maybe instead of stabilize or for bleed damage.

Drock11 |
I'm of two minds here. I can see having the old cure minor wounds be unbalanced if it could be cast an unlimited amount of times, and I can see why they changed it.
On the other hand as much as I don't like to admit it I find that to be more easily excepted and taking less suspension of disbelief than the ridiculous ubiquitous of every party having wands of cure minor wounds like they're being sold like hotcakes which is what happens now. It amounts to about the same thing.

Umbriere Moonwhisper |

Umbriere Moonwhisper wrote:I do, though. That's one reason I loved 4e's healing surges ... not only did it mean you didn't need a healer, it meant there was an actual cap on how much you could heal in a day, not 'HP=GP'.
and even then, i have no issue with unlimited out of battle healing
it just means characters are at full health between fights and you worry less about the 15 minute adventure day or everybody buying loads of cheap yet immersion breaking wands of cure light wounds.

Chengar Qordath |

Have to agree that bringing back Cure Minor Wounds would really just mean putting an end to CLW wand healing in post-battle downtime. I don't know if it would be unbalanced, so much as it is that it would be a major change to the dynamics of the game since full healing between encounters would be assumed whenever there's breathing room between fights.
As for bringing the spell back without it being a game-changer, the simplest way I can think of is to give it a bit of a recharge time. Once a day per person is a bit too much, but something like only being able to cast it on one person every ten minutes allows for a little bit of constant healing without making it a free-for-all.

Majuba |

It was a nice little spell. Obviously incompatible with the new orison system, where stabilize takes its place. But I did find it handy, particularly in conjunction with metamagic. Silenced or reach cure minor wounds were affordable 1st-level variants. (Reach cure minor wounds in wand form was great vs. monsters that inflicted what we now call bleed damage.)
You can do all those things with stabilize, and it doesn't even need Reach.
Having, thankfully, never experienced cure minor wounds at-will, I haven't missed it - stabilize is usually much better.

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...That's one reason I loved 4e's healing surges ... not only did it mean you didn't need a healer, it meant there was an actual cap on how much you could heal in a day, not 'HP=GP'.
Welllll, you usually want a healer anyway, because of action economy - but I share your appreciation for the notion that a mortal body can only be pieced back together a certain amount in 24 hours. It seemed to me to put a little terror into taking damage, which PF just doesn't have.
GM: You take 100,000 hp of damage.
Party: What?!
GM: Over the next 24 hours.
Party: Oh. Big deal. Unlock the wand-wagon!

Are |

I don't really see what healing between encounters has to do with the "15-minute adventuring day". That concept comes from groups who expend all their primary resources (high-level spells, x/day class abilities) within the first few encounters, and don't wish to continue since they no longer have access to their most powerful spells/abilities.
Since between-encounter healing is typically performed using plentiful low-level resources anyway, I don't see how this could do anything with that particular problem.

Zhayne |

I don't really see what healing between encounters has to do with the "15-minute adventuring day". That concept comes from groups who expend all their primary resources (high-level spells, x/day class abilities) within the first few encounters, and don't wish to continue since they no longer have access to their most powerful spells/abilities.
Since between-encounter healing is typically performed using plentiful low-level resources anyway, I don't see how this could do anything with that particular problem.
Correct. HP are the one resource the 15 minute workday generally does not expend, since the party uses their big guns right off the bat.

thejeff |
Are wrote:Correct. HP are the one resource the 15 minute workday generally does not expend, since the party uses their big guns right off the bat.I don't really see what healing between encounters has to do with the "15-minute adventuring day". That concept comes from groups who expend all their primary resources (high-level spells, x/day class abilities) within the first few encounters, and don't wish to continue since they no longer have access to their most powerful spells/abilities.
Since between-encounter healing is typically performed using plentiful low-level resources anyway, I don't see how this could do anything with that particular problem.
And even when they do, there are always Wand of CLW.
As I said above, all this change would really do is save you the cash for happy sticks.
And pretty much require a character with Cure Minor Wounds in every party.

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Personally, I like the Neverwinter Nights 2 version, which healed 4 hit points per casting!
You could rewrite stabilize so it would not only stabilize dying character but also heal 1 point to dying or stabilized character - (unlimited healing with a limit being back at 0 hp).
Another option for reintroducing cure minor wounds - it can be used unlimited number of times per day, but each recipient can be only affected once per day (acting like a lesser version of witch's healing hex).
I'm with this - maybe make it like daze, in that an individual beneficiary can only receive hit point damage healing (1d4 rather than 1? 1d6? Scaling with levels?) once per hour (but can sill be stabilized as often as needed). Another possibility would be to require a caster level check (DC 15, just like using the Heal skill to practice first aid) to achieve anything beyond stabilization.

Blackstorm |

GM: You take 100,000 hp of damage.
Party: What?!
GM: Over the next 24 hours.
Party: Oh. Big deal. Unlock the wand-wagon!
Provided you never sleep, eat or move, a clw wand cure an average of 5,5 hp per round, while 100k damage in 24 hours are 6,94 hp per round. Based on that, over next 24 hours they take about 20k damage. They should be enough anyway :)

StreamOfTheSky |

I don't think infinite slow healing is broken.
But if it scares you....just do it the same way (both are from D&D 3E) the Touch of Healing reserve feat handles infinite healing and Vigor draconic aura handles infinite group fast healing -- it can only heal a person up to half their max hp. You have to use other resources to heal up the rest.