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General Tabletop Discussion
*Pathfinder & Starfinder
An elegant solution to unfun combat healing
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<blockquote data-quote="The Souljourner" data-source="post: 3721785" data-attributes="member: 1622"><p>Healing in D&D reminds me of life gain in Magic: The Gathering. Unless the amount healed is huge, it's almost always better to spend your action & other resources trying to remove threats rather than patch the damage already done.</p><p></p><p>In Magic, most life gain spells that see any use are fairly cheap, can be done instantly at the end of the other person's turn (so they don't spend actions or resources on your own turn), and give a huge return on investment. Usually healing spells in magic give at least double the effect of damage spells with the same cost.</p><p></p><p>Many life gaining methods in magic are a secondary effect - summon a creature, get some healing, too...</p><p></p><p>I think D&D needs to look to Magic to figure out how to do healing right. There need to be more free action/immediate action healing spells, and healing spells need to be MUCH more efficient. A 5th level caster casting a healing spell heals 18 points on average, to one person with touch range. A 5th level caster casting a damage spell deals 18 points of damage on average, to a huge area at a long range. That's not balanced at all.</p><p></p><p>If you have a healing spell that is a standard action, that healing spell ought to heal a crapload of damage.... I'd like to see the current healing spells made as free actions, and new healing spells made that heal at least twice as much as standard actions.</p><p></p><p>Also, spells and actions that heal as a side effect would be great.... anything that can make the cleric feel useful and not just a big healing battery.</p><p></p><p>-Nate</p></blockquote><p></p>
[QUOTE="The Souljourner, post: 3721785, member: 1622"] Healing in D&D reminds me of life gain in Magic: The Gathering. Unless the amount healed is huge, it's almost always better to spend your action & other resources trying to remove threats rather than patch the damage already done. In Magic, most life gain spells that see any use are fairly cheap, can be done instantly at the end of the other person's turn (so they don't spend actions or resources on your own turn), and give a huge return on investment. Usually healing spells in magic give at least double the effect of damage spells with the same cost. Many life gaining methods in magic are a secondary effect - summon a creature, get some healing, too... I think D&D needs to look to Magic to figure out how to do healing right. There need to be more free action/immediate action healing spells, and healing spells need to be MUCH more efficient. A 5th level caster casting a healing spell heals 18 points on average, to one person with touch range. A 5th level caster casting a damage spell deals 18 points of damage on average, to a huge area at a long range. That's not balanced at all. If you have a healing spell that is a standard action, that healing spell ought to heal a crapload of damage.... I'd like to see the current healing spells made as free actions, and new healing spells made that heal at least twice as much as standard actions. Also, spells and actions that heal as a side effect would be great.... anything that can make the cleric feel useful and not just a big healing battery. -Nate [/QUOTE]
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An elegant solution to unfun combat healing
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