
Aelryinth RPG Superstar 2012 Top 16 |

The Healing Reserve Feat will heal 9 hp a round at high levels. That's 90 hp/minute. They aren't going to be burning much time at all. It's better then a CLW wand.
You may as well give everyone 1 hp/round regen, and use the 'takes time' argument. It's the SAME THING. Only the cleric isn't being forced to shoulder the burden of healing.
I believe PC's should want to heal to full between encounters. I also believe they should burn resources to use so, i.e. move HP from wand to person.
==Aelryinth

Auren "Rin" Cloudstrider |

The Healing Reserve Feat will heal 9 hp a round at high levels. That's 90 hp/minute. They aren't going to be burning much time at all. It's better then a CLW wand.
You may as well give everyone 1 hp/round regen, and use the 'takes time' argument. It's the SAME THING. Only the cleric isn't being forced to shoulder the burden of healing.
I believe PC's should want to heal to full between encounters. I also believe they should burn resources to use so, i.e. move HP from wand to person.
==Aelryinth
but the CR system was balanced around PCs having full hit points every fight. the wand is just as irrelevent as bringing a cleric with the feat, just give everyone fast healing 1/round out of combat or allow full healing with a 15 minute rest.

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The Healing Reserve Feat will heal 9 hp a round at high levels. That's 90 hp/minute. They aren't going to be burning much time at all. It's better then a CLW wand.
You may as well give everyone 1 hp/round regen, and use the 'takes time' argument. It's the SAME THING. Only the cleric isn't being forced to shoulder the burden of healing.
I believe PC's should want to heal to full between encounters. I also believe they should burn resources to use so, i.e. move HP from wand to person.
==Aelryinth
Except regen and a CLW wand maxes you out. The Healing Reserve Feat stops at 50% healed. Unless the person you're healing has 180 hp, you're not spending a minute healing that one person, but rather getting the party to half.
With regards to wands and healing in general, I hate it when you're in desperate need of healing, and you continually rolling 1's. Yes, it happens. Believe me, I've been there. Even had the cleric change dice, and begged the DM to let us roll instead of him because it was too painful. So for me, when I run games, you re-roll all 1's. The lowest you can get is 2 hp back. A friend of mine took it one step further. Instead of healing 1d8 per level of cure, you do 2d4. This way you don't need to re-roll. His players mostly use dice generators so it doesn't take as long to do.

Aelryinth RPG Superstar 2012 Top 16 |

Aelryinth wrote:but the CR system was balanced around PCs having full hit points every fight. the wand is just as irrelevent as bringing a cleric with the feat, just give everyone fast healing 1/round out of combat or allow full healing with a 15 minute rest.The Healing Reserve Feat will heal 9 hp a round at high levels. That's 90 hp/minute. They aren't going to be burning much time at all. It's better then a CLW wand.
You may as well give everyone 1 hp/round regen, and use the 'takes time' argument. It's the SAME THING. Only the cleric isn't being forced to shoulder the burden of healing.
I believe PC's should want to heal to full between encounters. I also believe they should burn resources to use so, i.e. move HP from wand to person.
==Aelryinth
No, the CR system is built around consuming 1/4 of resources in a CR equal fight. HP are a resource.
Kevin, my point on the Healing Reserve is in response to the poster above who lets Healing Reserve heal ALL HP.
There's also 3.5 sources...Wands of Faith healing, which always do max heal if you are of the same faith as the wand/spellcaster; and the Wands of Lesser Vigor, which fast heal 1 hp/rd for 8+CL rounds. No minimized damage.
Otherwise, you can just average the damage.
==Aelryinth