stonegod
Spawn of Khyber/LEB Judge
It Pacifist Healing too powerful?
- It adds Cha (a Cleric secondary, and thus scaling) and scaling dice
- In trade, it encourages not to attack enemies (roughly) half the time.
The question is if this is a balanced trade off? I'm not so sure. The healing on average is:
- Pacifist @ 5th: 1d6+3 x 2 = 2d6+6 = <13> (assume Cha 16 @ 1st, so Cha 17 @ 5th)
- Monster @ 5th: 2d6+6 = <13>*0.5 (assume hits 50%) = <6.5>
- Pacifist @ 11th: 2d6+4 x 2 = 4d6+8 <22>
- Monster @ 11th: 2d8+9 @ 50% = <9>
- Pacifist @ 16: 2d6 + 5 x 3 = 6d6+15 = <36>
- Monster @ 16: 3d8 + 11 @ 50% = <11.5>
So, the question is, does not attacking after bloodied mean the monster takes twice as long to kill? Lets say it does, meaning the average damage from that monster done before it dies is twice the number above. Well, after 5th level, Pacifist Healing is always a win: At 11th, you gain 4hp; at 16, 13; etc. And note, this is just from Pacifist, not from any of the other Healing Buffs (Healer's Implement, Healer's Lore which is already based off the key stat). From this stand-point, I don't see balance: I see a definite edge to the PC. And note, my assumption that one person not attacking a bloodied enemy double's its lifetime is very optimistic (really, it should just have its lifetime increased by at most 4/5 if you assume everyone contributes damage evenly in a 5 person party, which itself is a stretch). Nor does this factor in other healing powers the PC has, which will make the healing:hurt ratio even more one sided.
A feat should give an advantage, but not such an overwhelming one. I agree with Velmont and KD that the problem is with the feat, not with Healing Word. However, putting Healing Word back the way it was w/ no change does not address the problem. [It also opens up the weird interaction between Primal powersource/Druids and Divine/Healing Word which hasn't been discussed]
At this juncture, I am going to vote No. I am open to ideas to balance the feat, but putting things back they way they were is not a fix.
- It adds Cha (a Cleric secondary, and thus scaling) and scaling dice
- In trade, it encourages not to attack enemies (roughly) half the time.
The question is if this is a balanced trade off? I'm not so sure. The healing on average is:
- Pacifist @ 5th: 1d6+3 x 2 = 2d6+6 = <13> (assume Cha 16 @ 1st, so Cha 17 @ 5th)
- Monster @ 5th: 2d6+6 = <13>*0.5 (assume hits 50%) = <6.5>
- Pacifist @ 11th: 2d6+4 x 2 = 4d6+8 <22>
- Monster @ 11th: 2d8+9 @ 50% = <9>
- Pacifist @ 16: 2d6 + 5 x 3 = 6d6+15 = <36>
- Monster @ 16: 3d8 + 11 @ 50% = <11.5>
So, the question is, does not attacking after bloodied mean the monster takes twice as long to kill? Lets say it does, meaning the average damage from that monster done before it dies is twice the number above. Well, after 5th level, Pacifist Healing is always a win: At 11th, you gain 4hp; at 16, 13; etc. And note, this is just from Pacifist, not from any of the other Healing Buffs (Healer's Implement, Healer's Lore which is already based off the key stat). From this stand-point, I don't see balance: I see a definite edge to the PC. And note, my assumption that one person not attacking a bloodied enemy double's its lifetime is very optimistic (really, it should just have its lifetime increased by at most 4/5 if you assume everyone contributes damage evenly in a 5 person party, which itself is a stretch). Nor does this factor in other healing powers the PC has, which will make the healing:hurt ratio even more one sided.
A feat should give an advantage, but not such an overwhelming one. I agree with Velmont and KD that the problem is with the feat, not with Healing Word. However, putting Healing Word back the way it was w/ no change does not address the problem. [It also opens up the weird interaction between Primal powersource/Druids and Divine/Healing Word which hasn't been discussed]
At this juncture, I am going to vote No. I am open to ideas to balance the feat, but putting things back they way they were is not a fix.