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View Full Version : [3.5] Cure Wounds Fix



Sliver
2009-07-09, 02:05 PM
So.. Yeah.. It is pretty agreed apon that the Cure Wounds spells don't really make sense as they are..
As it is now, a cure light wounds can give a commonor more then twise his normal HP.. So a deep sword cut or broken bone (fluff wise) would be cured by a cure light wound spell..
While the strong worrior with above 200 HP, with something that would be describe as a shallow cut or a bruise he can ignore, say 10% of his HP.. Is not considered a light wound for the spell, its just too much.
So unless almost every hit is a hit to your.. Emo Points.. and not a real hit, there is no reason that a cure light wounds wont do what it is called to do.. cure light wounds.. There is no reason that someone's "light wound" is double his limit while another guy's critical wound is a little cut from a dagger (a rogue's dagger maybe, but with high HP can be a simple stab).
Is there a way to make it heal % of your health without unbalancing it for better or worse?
A low level PC won't want to get from cure light wounds 0 or 1 HP on good rolls just cuz his low HP max, while a low level cure could just heal a significent amount of HP for a high level PC if using % (if you use a 1d8 of % for a cure light wounds, it just becomes worse for anything with less then 100HP)..
So.. Any good fix for that to make the Cure spells make more.. sense?

kamikasei
2009-07-09, 02:11 PM
To be honest, I think it's a losing proposition to make this one aspect of a HP system "make sense". To make actual sense, the health system would have to be considerably reworked. You could change it in a variety of ways to make it more to your liking, but it'll still make have more nonsense than sense in it.

A better option than trying to patch up the cure line without changing the HP system would be to look at other game systems and perhaps design a health system inspired by one of them. Say, a wound-track, or M&M-style save-vs-bruises system.

BenTheJester
2009-07-09, 02:23 PM
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only1doug
2009-07-09, 02:44 PM
So.. Any good fix for that to make the Cure spells make more.. sense?

Vitality And Wound Points (http://www.d20srd.org/srd/variant/adventuring/vitalityAndWoundPoints.htm)

Normal damage heals quickly (1pt / Hr / Lvl) (doubled when tended by someone with heal skill).

Indon
2009-07-09, 03:01 PM
Rename the spells to "Restore <stuff> vitality".

Jaltum
2009-07-09, 03:32 PM
This happens in reverse, too--an inflict critical that would kill a commoner three times over does a lot less to a high level adventurer.

Wouldn't it work just to say that as your level goes up, you become increasingly resistant to positive and negative energy, so it takes more of either to shift your health around? Like biological inertia?

This might require further tweaks to the fluff for nonhealing/inflict pos/neg energy spells, though.

Quellian-dyrae
2009-07-09, 03:50 PM
Maybe do it either/or. Cure Light heals 1d8 + 1/level or 10% of your hit points, whichever is higher. Cure Moderate 2d8 + 1/level or 20%, etc.

Alternately, you could have a healing spell heal some flat percent (maybe 25%), with higher level spells having faster casting times. So like...Curative (level 1) heals 25% as a full-round action. Improved Curative (level 2) heals 25% as a standard action. Greater as a move action. Superior as a swift action. Then you get into the Mass Curatives. Maybe even raise the casting time to improve the damage healed.

The problem is when you apply it to wands and such, for even easier nigh-limitless out of combat healing. Maybe if you give wands the fixed roll...it's clunky, but would work.

Tehnar
2009-07-09, 03:56 PM
If you want you could go for this variant:

CLW: 5% of max HP (round down, can be 0) +1/CL (max 5)
CMW: 10% of max HP (round down, can be 0) +1/CL (max 10)
CSW: 15% of max HP (round down, can be 0) +1/CL (max 15)
CCW: 20% of max HP (round down, can be 0) +1/CL (max 20)

with inflicts and mass versions to be the same. Since they are all round numbers shouldn't be too easy hard to figure out the % value. What you have to ask yourself is will this change bring any change tot he game table? I don't think so; the spells will roughly cure the same amount of hp (in relative %) before and after the change.

You could further elaborate things and say that a good night rest heals 10% of your maximum HP (round down, minimum 1 hp).

Dark Herald
2009-07-09, 10:35 PM
Just say it gives back energy, and that adventurers have much more energy than a commoner.

Mechanically, the spells work just fine.

A dagger wound is a dagger wound. A commoner dies after a few because they have no training or stamina. An adventurer can survive several, if they are performed by a commoner. It really is "just a flesh wound" to adventurers, and they regularly are stabbed, beaten, and skewered.