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Thread: Mass Cure Wounds spells
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2020-08-11, 01:09 PM (ISO 8601)
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- Jun 2012
Re: Mass Cure Wounds spells
That's why the FAQ generally isn't regarded as official errata or RAW. It's basically one writer's personal rulings with no review or oversight from anyone else involved in the game's development. We could apply the same logic to, say, an empowered fireball or lightning bolt and rule that you can increase the damage of the spell by 50%, but only up to its set maximum of 10d6.
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2020-08-11, 01:29 PM (ISO 8601)
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π = 4
Consider a 5' radius blast: this affects 4 squares which have a circumference of 40' — Actually it's worse than that.
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2020-08-11, 04:48 PM (ISO 8601)
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- Nov 2009
Re: Mass Cure Wounds spells
Personally, rather than buffing the dice, buffing the caster level benefit to +2 or +3 per caster level would make most of the cure spells much more attractive and less random. Makes potions and such more attractive as well since you're not going to just roll 2 hp worth of healing on your 50 gp potion.
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2020-08-11, 04:54 PM (ISO 8601)
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- Jul 2007
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- Terra Australis
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Re: Mass Cure Wounds spells
Would making the entire Cure line of spells a Move Action casting time help, or open up a new can of worms?
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2020-08-11, 04:57 PM (ISO 8601)
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- Apr 2010
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Re: Mass Cure Wounds spells
π = 4
Consider a 5' radius blast: this affects 4 squares which have a circumference of 40' — Actually it's worse than that.
Completely Dysfunctional Handbook
Warped Druid Handbook
Avatar by Caravaggio
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2020-08-11, 05:06 PM (ISO 8601)
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- Jul 2007
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- Terra Australis
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Re: Mass Cure Wounds spells
Same here - at least regarding complaints about Cures. We rarely play high enough level to get the Mass Cure spells.
Honestly, I never saw an issue with in combat healing, until I started reading optimisation forums. I've explained the PoV that healing in combat is a wasted action, and my whole group shrugged it off. As I said, we play low-ish level mostly, and Raise Dead etc. can be difficult to come by, so stopping people from dying in the first place is a priority.
Yes yes, I know - that standard action you "wasted" on a Cure could have been spent taking out one (or more) of the attackers blah blah. I've heard ALL of the arguments, and to be honest, it largely depends on the optimisation level, character level/play level, and play style of an individual table as to how true all of that is.My winning competition entries: Kinvig Arrumskor | The Great Pumpkinhead | Wynfrith d'Acker
Torn-City - Massively multiplayer online browser based crime RPG
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2020-08-11, 06:38 PM (ISO 8601)
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- Jun 2012
Re: Mass Cure Wounds spells
I once played a healer, starting at level 6, who used the Complete Divine version of Sacred Healing to convert daily uses of Turn Undead into AoE fast healing to all of my allies. Upon looking into that old build for the purpose of responding to this thread with a bit of AoE healing accessible before mass cure spells, I found that there is another feat named Sacred Healing in PHB2. The PHB2 version is much less impressive and barely worth mentioning, except that it grants access to the Sacred Purification feat which looks amazing for early game healing.
Sacred Purification is activated by a swift action, healing everyone within a 60 foot burst for 1d8 + your charisma bonus and harming undead for the same amount. This healing doesn't really scale at all and will fall off in mid to late game, but it's great early on. It's effectively a quckened mass cure that you can burn on someone else's turn, expanded from a 30-foot diameter spread to a 120-foot diameter, without the limit of one target per caster level, and without burning an actual spell slot. On top of all of that, it's accessible at level 1 to your average human cleric with no flaws or other cheese to meet prerequisites.
The downside, of course, is that it heals everyone within the area - not just selected targets. Still good for a clutch heal if someone's about to die or a pick-me-up between encounters, if nothing else.
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2020-08-11, 06:40 PM (ISO 8601)
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- Feb 2008
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- Italy
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Re: Mass Cure Wounds spells
it also depends on the situation. if three opponents attacked your ally, and you undo the damage with a single spell, you are winning the action economy.
actually, provided that no one is one-shotted, healing is a very reliable way of taking one enemy out of combat. you cast a spell so he doesn't get to act, or you cast a spell to undo what he did, what's the difference? and in the second case he doesn't even get a saving throw.
and let's not talk about mass heal, i've seen a high level cleric dominate the board just with that. though it helps that at my table i tend to shore up defences a bit so instakills are less likely.In memory of Evisceratus: he dreamed of a better world, but he lacked the class levels to make the dream come true.
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2020-08-11, 09:23 PM (ISO 8601)
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- Jun 2018
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- Nottingham, England
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Re: Mass Cure Wounds spells
The interpretation that you can target one person several times with the same Mass Cure spell is highly debatable. See Biffoniacus_Furiou's posts and the replies to them above.
Yeah, I'm now leaning towards increasing the base damage of the Mass Cure spells based on your and Xasten's suggestions, it seems to be less problematic than changing the level.
I agree that it depends. I certainly don't think that healing in combat is always a wasted action, but it does become a law of diminishing returns as you go up levels, until Heal and Mass Heal become available.
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2020-08-11, 09:35 PM (ISO 8601)
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- Apr 2010
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Re: Mass Cure Wounds spells
Well if someone is down, and you spend your action to bring them back into action then that's a win from an action economy POV.
Also stopping them dying, if that's imminent, can save lots of resources in having to raise them etc.
Thirdly: your character may have no more effective action than healing another PC - this is entirely situational.
But otherwise - yes - the game is geared towards offence.π = 4
Consider a 5' radius blast: this affects 4 squares which have a circumference of 40' — Actually it's worse than that.
Completely Dysfunctional Handbook
Warped Druid Handbook
Avatar by Caravaggio
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2020-08-12, 07:21 AM (ISO 8601)
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- Aug 2009
Re: Mass Cure Wounds spells
That's why Close Wounds is so great. Sure, it heals even less then a Cure Serious Wounds, but range and immediate action casting time will get you the healing exactly when you need it.
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2020-09-11, 10:03 AM (ISO 8601)
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- Jun 2018
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- Nottingham, England
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2020-09-11, 09:24 PM (ISO 8601)
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- Oct 2019
Re: Mass Cure Wounds spells
Or if you look at the Healing Domain you'll see that it follows the formula of +5 maximum per spell level.
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2020-09-13, 03:35 PM (ISO 8601)
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- Jun 2018
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- Belgium
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Re: Mass Cure Wounds spells
Mass cures can also be useful for keeping low-level cohorts and allies alive. If you have a bunch of allies keeping a bunch of equally low level enemies at bay, having a cleric to keep them going will mean you win that battle, while the PCs can concentrate on the enemy commanders.
That being said, I'm not sure if the 'you can target people twice' would be a good idea. As GM I'm always of a mind that 'whatever the PCs can do, the enemy can do as well'. So if you allow it for the PCs, the enemies can do that kind of healing as well. The same goes for other spells, like inflict spells.Clacks-Overhead: GNU Terry Pratchett
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