[HR]Cure X Spell change

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Tywyll
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Joined: 2012-02-06 14:12
[HR]Cure X Spell change

While cure spells getting better as the caster raises in level makes a certain kind of sense, but doesn't adress why a cure light wound spell gets worse as characters advance. Granted a lot of this is simply naming convention, and if it hadn't been called Light Wounds this might not be a problem. But it is, and so it is.

So I'm kind of kicking this idea around, but don't know if I'll actually go for it.

The idea I was thinking that what should happen is this. Casting cure spells should be relevant to the power of the target, not the caster. So a clw will still be awesome to a 1st level guy, but as they get higher, it won't lose as much utility.

Cure I: 1d6+1 per level of the target (+0 for normals). Max of 1d6+4
Cure II (Moderate): 2d6+1 per level of target, max 2d6+7
Cure III (Serious): 3d6+1 per level of target, max 3d6+10
Cure IV (Critical): 4d6+1 per level of target, max 4d6+14

For a slightly more radical approach:
I: as above
II: as above, max 2d6+8
III: 2d6+2 per level, max 2d6+20
IV: 2d6+3 per level, max 2d6+42

Alex
The Autarch
Joined: 2011-06-30 18:10

The fact that cure spells don't correlate well with the abstract nature of hit points is one of the ongoing hot spots in every D&D style game. Your idea definitely has merit.

By way of response, I'll share my own "in-world" justification for how the cure spells work.

1. Cure spells are intended to be applied to characters that are already at 0 or less hit points, e.g., characters that have clearly taken a real, hard wound.

2. The more negative *any* character's hit points are, the worse this wound. Cure light wounds is helpful for characters that are only a bit below zero, but is less likely to help someone who is at -10 hp or more. In contrast, Cure critical wound can save the life of a greviously or even mortally wounded character.

3. When used on characters that are not actually brutally wounded (e.g. are above 0 hp), cure spells simply restore vim and vigor, close up some bruises, ease some joint aches, etc. A low level character is more readily winded and less able to deal with pain and shock, but conversely gets a relatively greater benefit from such. A high level character has a naturally high pain tolerance and has "been through it before," so he gets a relatively lower benefit from such. (E.G.: A band-aid is the same whether you are a kid or a special forces trooper. The same wound that will make a kid want a band-aid will make a special forces trooper sneer in contempt.)

Nothing above wouldn't work as a justification for cure spells based on character level, of course.

 

 

Tywyll
Patreon SupporterPlayer's Companion BackerDwimmermount BackerDomains At War ContributorLairs And Encounters BackerBarbarian Conquerors of Kanahu BackerACKS Heroic Fantasy Handbook Backer
Joined: 2012-02-06 14:12

I like that. That's a good justification. And I like the special forces vs kid analogy.