The healing reform consists of a modification of how damage is healed
or better of how much damage is healed in what time or by what spell.
A Cure Light Wounds spell will no longer heal 1d8 points but 1d10+5%
of the recipients maximum hit points. A Cure Moderate Wounds Spell
now heals 2d10+15% of the recipients maximum hit points. It is the
same with the other spells (but with different percentages, of course).
Here a table:
Cure Light Wounds (CLW) |
1d10+5% |
Cure Moderate Wounds (CMW) |
2d10+15% |
Cure Serious Wounds (CSW) |
3d10+35% |
Cure Critical Wounds (CCW) |
4d10+50% |
Table 1: Reformed healing spells
(the same applies to the reverse forms)
One can do the same with healing potions:
- Potion of healing (before 2d4+2): 1d10+10%
- P. of extra healing: Same as one Cure Critical Wounds or three
times a Cure Light Wounds spells.
If a character falls below zero hit points he can not be healed above
1 hit point (now 2%...) by any cure wounds spell short of heal
before he has rested one day. (This is an official optional
rule which most groups I know make use of.)
A character with the healing proficiency who succeeds a proficiency
check can heal 1d3 points of damage (now 1d3 * 2% ) once
per day per character. 1d3+1 hit points ( (1d3+1) * 2% ) if he also
has the herbalism proficiency (see Skills & Powers).
As an optional rule we say that with this proficiencies a character
can be healed above 2% of his maximum hit points even if he fell below
0.
Example:
A fighter with 100 hp maximum was wounded to -5 hit points. A cleric
cast cure light wounds on him and rolled 12%. This would normally
heal 12 hit points, but since our fighter was below 0 hp he is only
healed to 2% of his hit point maximum (= 2 hp). Now the cleric attempts
to treat the wounds and rolls a healing proficiency check. He succeeds
and since he also has the herbalism proficiency he can heal another
(1d3+1) * 2% of that fighters wounds. He rolls the maximum of 8%
and so our fighter gets another 8 hit points and reaches the maximum
(for this state) of 10%. He will recover from no more of his wounds
before he rests or a heal spell is cast on him.
(a character dies at -10 (or -con) hit points)
The main thought for setting up this rule was the following:
Imagine a 1st lvl wizard with 4 hit points. When this wizard is wounded
to 0 hit points his wounds are quite severe (he is near death), but
it is possible to heal him with a simple CLW (1d8) spell far over
maximum.
Imagine now a 15th lvl fighter with 100 hit points. If he is put
to 0 hit points he is in the exact same state of wounding as the wizard
(lost 100% of his hit points) but if you try to heal him with CLW
spells you will need about 22 or so when you calculate a single CLW
spell with 4.5 hp. Even if you use CCW spells you will need about
6 of them if one does 16.5 hp.
So, the before mentioned wizard will die of a single "critical"
wound where a fighter may take 6 of them and live. This makes no sense.
A critical wound should be exactly that: critical. But for that fighter
17 hp are only a mere scratch. On the other hand: A light wound should
also be no more than a light wound but the "4 hp wizard"
can be killed with a single cause light wounds if he is left untended.
You can do the same line of thinking when comparing those two characters
having lost 2 hp for the wizard and 50 hp for the fighter which is
in both cases a loss of 50% of the hit point maximum and by that,
in principal, the same wound.
I do not think that it is good to see hit points as a pure capacity
of the body and that a 15 hp wound looks the same on both the wizard
and the fighter. It must not look the same because if a wound kills
one man it should approximately do the same to the other. But, ...
well 15 hp of damage might be a sword put through the heart of that
poor wizard, because he is instantly stricken dead, but it can not
be much more than a flesh wound to the fighter for he can live quite
good with it. That means that one hit point is not the same as one
hit point. The fact that the fighter can take "more" damage
than the wizard can be explained by saying that the fighter actually
evades part of it (by twisting around or so). So, where the wizard
will take the sword straight on, the fighter "places the wound
to a better place". In game he simply gets more hp's.
What is also not so good is that there is such a wide gap between
the "normal" cure wounds spells and the 6th lvl Heal spell.
With this spell a priest can heal 100% of all damage done to a creature
be it wizard or fighter. In one case it substitutes one CLW spell
in the other 22.
This all leads to the same question:
Why not make all the other cure wounds spells also percentile?
Because one has to calculate more. No, that is not true. In play
we experienced that we had less to calculate, for when you lost definitely
less than half of your hit points and are healed for 57% of your max.
hit points you need no calculation to say that you are fully healed.
Mostly one can simply guess without calculation.
If one realizes this, the only problem is to say what (in percent
of the max. hit points) light, moderate, serious and critical wounds
are.
We say the following:
- Light wound: loss of 10% of your hit points
- Moderate wound: loss of 25% of your hit point
- Serious wound: loss of 50% of your hit points
- Critical wound: loss of 70% of your hit points
(one may set other borders but these look nice to me)
This done the only thing to do is setting a die code which resembles
roughly the given definition. That is possible if one says a d10 (we
chose the d10 because it has a nice range) will show a 5 in the statistic
middle (the correct value is 5.5 but one percent more or less is not
important). With this we can simply say the following:
We start with 1d10 for a CLW spell if the d10 is counted as a five
we need another five points to reach the ten for a light wound as
an expectation value. Now we have 1d10+5 for a CLW. Done this we continue
with 2d10 for a CMW spell which leaves 15 points to add to reach the
25. This results in 2d10+15 for a CMW spell. Same thing with 3d10/4d10
for the cure serious/critical wounds spells. The result is shown in
Table 1 as shown above.
One should make some restrictions:
- Spells like Slay Living (reverse form of Raise Dead) should not
be transferred to the reform. Which means that not a cause serious
wounds is inflicted if the save was passed but 2d8+1 points of damage.
- Monsters like the eye tyrant should also not be transferred (think:
the tyrant would kill one character per two rounds with a near guarantee,
and only with the cause wounds eye).