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?
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?