Divine Healing..

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Captain_K
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Divine Healing..

Post by Captain_K »

1) Do you permit the Clerics to "convert" any spell to healing without memorizing healing?
2) See any reason that Druids do not heal at the same "level" as Clerics?


I find healing "boring" in game AFTER the heat of combat is over... the more healing I can get done and over with the better... also why force a Cleric if they wat to play a druid..

Thoughts?
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maximus
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Re: Divine Healing..

Post by maximus »

I do let clerics in my games swap out other spells for CLW. Haven't had any situations where players asked, or needed to substitute higher level healing spells yet. Do you allow higher level swaps? If so, how does it work in your campaign?

I don't see any reason why druids wouldn't heal at the same level as other clerics, but I guess it depends on how you treat the cleric class.

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Re: Divine Healing..

Post by Captain_K »

I always seem to be shy on clerics so to make the healing faster I allow +1/level +WIS bonus to the base roll.
0 level spell is bonus only, 1st level is d8, 2nd is 2d8, etc.
Outside combat taking their time, max points.
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finarvyn
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Re: Divine Healing..

Post by finarvyn »

One could argue that for clerics healing is "their thing," but for druids nature is theirs. That could build a case that a druid might not heal as well as a cleric of the same level.
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Buttmonkey
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Re: Divine Healing..

Post by Buttmonkey »

1. I was about to say, "No," then remembered I use spell slots per the CKG so I absolutely allow this and more.

2. Druids have other abilities that balance out the difference in healing abilities. Play a cleric if you want to play a cleric.
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Re: Divine Healing..

Post by Go0gleplex »

Haven't required divine casters to memorize spells for their available slots since the article discussing the whole conversion thing came out in Dragon mag back in the very early 90's. The whole spell switch issue became a moot point at that time for my group.

Now that there's a decent mana system in the CKG...not requiring arcane casters to do so either.
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Re: Divine Healing..

Post by Lurker »

Go0gleplex wrote:Haven't required divine casters to memorize spells for their available slots since the article discussing the whole conversion thing came out in Dragon mag back in the very early 90's. The whole spell switch issue became a moot point at that time for my group.

Now that there's a decent mana system in the CKG...not requiring arcane casters to do so either.

I fall into your camp. I don't remember ever having clerics memorize their "spells" to my they are prayers, and there is no way a person knows what the truly need to pray for throughout the day at the start of the day.
finarvyn wrote:One could argue that for clerics healing is "their thing," but for druids nature is theirs. That could build a case that a druid might not heal as well as a cleric of the same level.
Rgr on that. Prayer faith miracles are the arena of clerics; nature and exceptional use nature is the druid's arena.

Now there is overlap, but to me the Cleric should do more better healing than the druid. I think I did convert the 'good berry' druid spell into a more healing spell (1d4 + wis bonus if I remember correctly) still not as potent as the cleric's cure spell, but better than nothing.

Then there is Tree's (I think Tree's, it may be Rigon's) ditch medicine that rustic characters have. Not magical healing and only applicable once per day to an injured target, but better than nothing.
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Captain_K
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Re: Divine Healing..

Post by Captain_K »

I let all casters use Mana points at 1.5x their normal spells.. those are in "memory".. pick from those.. so still some picking but a bigger pool. Clerics and Druids can convert any spell to a healing spell 1d8/level but druids at 1d8/(level -1)....

But I think Undead are a Clerics thing as Nature is a Druids... so I'm contemplating letting the Druid heal at the same rate as the Cleric...

Dare I say it.. Illusionists heal... why not let the Druid heal as much as the Cleric... then its just another type of healer...

My goal is to get more healing, not less.

If you recall from the Domesday... Paladins and Rangers... in days of old get some healing... but only at higher levels... might be good to bring that on at a lower level.

OR let any PC with some "out side of class" skills get "ditch doctoring".. like those kinds of ideas too.
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Captain_K
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Re: Divine Healing..

Post by Captain_K »

My comment of why force a Cleric... was the pressure when no one really wants to play a cleric but the group needs one... if the druid healed just as well as the cleric... then there would another type a player might prefer while "doing the healing for the group".. more nature and not undead focused...
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Re: Divine Healing..

Post by serleran »

Captain_K wrote:1) Do you permit the Clerics to "convert" any spell to healing without memorizing healing?
2) See any reason that Druids do not heal at the same "level" as Clerics?


I find healing "boring" in game AFTER the heat of combat is over... the more healing I can get done and over with the better... also why force a Cleric if they wat to play a druid..

Thoughts?
1) No. What I do allow is maximum effect when cast on someone of the same faith, half-max guaranteed if same alignment otherwise, and minimum if directly opposed.

2) Druids are better healers. Goodberry, especially, is far more potent. Carry a bag of them, making 2d4 a casting with, as I recall, no limit to how many can be eaten by someone in a day. And... they never spoil and can't be poisoned.

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Captain_K
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Re: Divine Healing..

Post by Captain_K »

good berries last one day per level, but it can only be cast on FRESH berries.. that kills things about 1/2 the year or more... and a player cannot be healed by more than 8 per 24 hour period... very good, very helpful as you can hand the out ahead of time and everyone can save anyone... with just one point of healing to stop the bleeding??
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Re: Divine Healing..

Post by serleran »

None of those restrictions are in the spell description I have. So, if so, the spell has been weakened. Possible it was modified in a newer print.

But, I don't think druids need to be as good as clerics -- they are, though, still better for themselves in some way, mostly through totem form, assuming that still heals.

Illusionist healing should be temporary, like certain spells like aid or prayer which bestow bonus HP rather than restore them.

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Captain_K
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Re: Divine Healing..

Post by Captain_K »

I was using the 7th printing.
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Re: Divine Healing..

Post by serleran »

OK. I pretty much stopped getting new C&C stuff with the 4th print.

Makes sense then.

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Re: Divine Healing..

Post by parejf63 »

I let the clerics do spontaneous casting. That means they have to keep track of how many spells they cast but they can cast any spells of their level they want to cast. I do not do this for mages just for clerics and druids.

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Re: Divine Healing..

Post by Talyn »

finarvyn wrote:One could argue that for clerics healing is "their thing,"
I'd argue that "turning undead" is a cleric's "thing." If someone chooses (or is forced) to play a cleric but the campaign ends up not using undead and therefore letting the cleric shine with his only exclusive class ability would likely end up with a disappointed player if he's just forced to be a healbot.

Druids, or the spell-casting variants found in Adventurers Backpack should each be viable choices for healing, in my opinion.

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Re: Divine Healing..

Post by Captain_K »

Cleric things are turn undead and healing for sure.
Druids are animal and plants and healing...

I agree, you got to have undead or some equivalent. I have had Norse Clerics also affect trolls, ogres, and giants.. not turn, but get bonuses.
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