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13 months ago  ::  May 25, 2012 - 9:34PM #11
mysticbelmont
Date Joined: Jun 8, 2008
Posts: 781
CLW heals more (1d8+modifier) but healing word allows you to do other stuff.
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13 months ago  ::  May 25, 2012 - 9:39PM #12
FallingIcicle
Date Joined: Jun 28, 2006
Posts: 982

May 25, 2012 -- 9:34PM, mysticbelmont wrote:

CLW heals more (1d8+modifier) but healing word allows you to do other stuff.




The problem is healing word just doesn't heal enough to matter. On average, it heals only 3.5 points of damage. That's insignificant for a spell that costs a spell slot, even if it lets you do other things on the same turn. If they need to buff CLW too, then so be it, but HW is just too weak as currently written.

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13 months ago  ::  May 26, 2012 - 1:07AM #13
edwin_su
Date Joined: Aug 25, 2007
Posts: 2,881

May 25, 2012 -- 3:27PM, cringer_luvr wrote:

Currently healing word seems ok, but not as useful as it could be.
what does everyone think of this version?

Healing Word
1st level conjuration  


Ranged Spell usable once per combat.


Target: Self or ally within 50 feet.


Requires an Action


Effect: Target can use one of its Hit Dice to heal. (possibly add in your magic ability modifier here as well?)
You can then make a melee or ranged attack or cast a minor spell you know. 



better?
Worse?
too much like 4e?


whats everyone think?        



it is magical healing the target should not have to spend hit dice.
so gaind hp as if he spend a HD.
 
also wat i miss in the healing spells in the playtest is the folowing.

healing word should heal 1d6 per spell slot you use to cast it. 

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13 months ago  ::  May 26, 2012 - 1:19AM #14
Valdark
Date Joined: Nov 22, 2007
Posts: 3,362

May 25, 2012 -- 9:39PM, FallingIcicle wrote:

May 25, 2012 -- 9:34PM, mysticbelmont wrote:

CLW heals more (1d8+modifier) but healing word allows you to do other stuff.




The problem is healing word just doesn't heal enough to matter. On average, it heals only 3.5 points of damage. That's insignificant for a spell that costs a spell slot, even if it lets you do other things on the same turn. If they need to buff CLW too, then so be it, but HW is just too weak as currently written.



The advantage here is that by using a spell slot you are able to heal a member of your party from a distance and continue to cast other spells or attack etc.

This is valuable not from a quantity of HP standpoint but is highly valuable when you put it into a situation.


The situation is this.  You are stuck at the south door of a room you have previously secured because the door has just been broken down by a band of Orcs.  You are working in coordination with the wizard to hold the entrance.
The North entrance is likewise overrun and the Rogue and fighter are holding that passage.  You have no secondary healer.
During the combat the Fighter drops.
The passage you are holding is 10 ft wide and you only have the wizard to leave to defend it.  Not a good idea.
The other passage is also 10 ft wide and the Rogue no longer has the fighter to hide behind to continue making attacks with advantage.  He will be overrun next round and you will be trapped between two bands of orcs. 
Suddenly this spell is perfect.  Sure it's just a few HP but you know that the fighter has a healing potion or two in his belt that you gave him earlier and that he must have gotten hit for more than he expected was possible.
You cast your spell bringing him up to 2 HP which allows him to spend his action downing the aformentioned potion and he is now back in the battle.

Brave Knights of W.T.F. Gryphon Helm Winner.

Edition wars kill players, this will kill Dungeons and Dragons.
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13 months ago  ::  May 26, 2012 - 3:14PM #15
Olrox17
Date Joined: Jul 23, 2010
Posts: 992
I'd be happy to see it brought up to at least 1d8. 1d8 healing word vs 1d8 + mod CLW, looks better to me.
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