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Healing in 30' or 60' radius: how could I do that in C&C?

Posted: Sat Sep 19, 2015 1:59 pm
by Galannor
Hi everybody, there are a couple of features from other games, namely Pathfinder and the 5th edition of Dungeons & Dragons, which I'd really like to incorporate in my C&C games and version.
1) The possibility for Clerics to heal people even at distance, with Channel Divinity, Channel Energy or something like that, for those who know what I'm talking about, and
2) The Hit Dice Mechanic as a self - healing option, from 5th ed D&D.
My questions are: according to you, would they be appropriate to the spirit of C&C? And, given the fact that I'd like to try them anyway, how could I translate them in C&C terms or mechanics? Could the Hit Dice Mechanic be used just as it is?
Many many thanks,
Galannor ;)

Re: Healing in 30' or 60' radius: how could I do that in C&C

Posted: Sat Sep 19, 2015 2:14 pm
by pawndream
Yes.

Just import the stuff you like from 5e and done. Nothing bad will happen if you make the game, yours.

Re: Healing in 30' or 60' radius: how could I do that in C&C

Posted: Sat Sep 19, 2015 2:34 pm
by Arduin
It simply makes clerics more powerful as a class. If that's what you want, go for it.

Re: Healing in 30' or 60' radius: how could I do that in C&C

Posted: Sat Sep 19, 2015 5:45 pm
by Captain_K
Anything to get the party back up and playing after mortal danger is over is a good thing. The hide in a room while the lone cleric takes shifts or days to heal everyone is not terribly exciting. So both ideas work. I like giving more natural healing with a good nights rest and some first aide.

Re: Healing in 30' or 60' radius: how could I do that in C&C

Posted: Sat Sep 19, 2015 5:53 pm
by Captain_K
Here is what we do similar to your suggestion #2. I like the when resting option as it keep hp as they are in combat without some "healing burst" in the middle of combat, and it meshes logically for me with the concept of what hit points really are at higher levels.

OHR#1 Hit Point Recovery
Anytime a PC falls below half their maximum hit points they can recover 1 hp/class level + CON bonus anytime a full rest is taken.
A full rest is typically a full nights rest, but can also be as little as one full hour of rest, recovery, prayer, and/or first aid - CK's call.

Re: Healing in 30' or 60' radius: how could I do that in C&C

Posted: Sat Sep 19, 2015 5:56 pm
by Captain_K
Another common way to allow for more healing without the cleric and druid always having to take healing spells is as follows:
OHR#2 Divine Healing
1) Any level Cleric spell* (or memory slot) can be exchanged for a Cure Wounds "spell" at 1d8/(Cleric spell level). Ex. Any second level spell can be immediately converted to a 2d8 Cure Wounds spell.
2) Any level Druid spell* (or memory slot) can be exchanged for a Cure Wounds "spell" at 1d8/(Druid spell level-1). Ex. Any third level spell can be immediately converted to a 2d8 Cure Wounds spell.
3) Illusionists cannot convert spells to curing.
4) Clerics & Druids add their Wisdom bonus to the total of any cure spell, Illusionists add their intelligence bonus.
* This makes cure spells except Goodberry, Healing Circle, Heal, and Mass Heal no longer required to be memorized. The Druid's Cure Critical Wounds is effectively increased by one level, but so many more are gain this change should not matter.

Re: Healing in 30' or 60' radius: how could I do that in C&C

Posted: Sat Sep 19, 2015 9:41 pm
by pawndream
Similar to Captain K, I also adjust house rules for healing based on what kind of game I want to play. A lot of time there is no party cleric and I am in the mood for a more action-packed game. In those case I use Action Points (AP), which can be spent on healing surges (similar to 4e D&D), except they enable players to spend 1 AP to heal d6 hp.

I also allow characters to heal their level + Con bonus per day through natural rest.

Bottomline: Add what you like.

Re: Healing in 30' or 60' radius: how could I do that in C&C

Posted: Sun Sep 20, 2015 9:39 pm
by serleran
C&C already has at least one spell that does a radius, healing circle, or whatever. The CKG adds feats. I mean "advantages." So, you could simply add one that gave the ability to heal in a radius. I would probably do it this way -- for each 10' radius, the spell cast is one slot higher. Therefore, to do cure light wounds in 10' radius, it is cast and used as a 2nd level spell. If you want to go out to 30', it becomes a 4th level spell. That means heal, which is 6th level (I think) could go to 30' radius as a 9th level spell and I think that is far more than enough.

It definitely makes cleric far more powerful but only those who survive to high enough level to be able to use their power.

My personal preference is to do this kind of thing through magic items like a caduceus staff which provides healing effects to all established allies within 10 feet per spell level (another option, similar to the above but this way a CLW can only go out to 10' because it is 1st level.)

Re: Healing in 30' or 60' radius: how could I do that in C&C

Posted: Sun Sep 20, 2015 10:42 pm
by Lurker
serleran wrote:
.... I would probably do it this way -- for each 10' radius, the spell cast is one slot higher. Therefore, to do cure light wounds in 10' radius, it is cast and used as a 2nd level spell. If you want to go out to 30', it becomes a 4th level spell. ...

It definitely makes cleric far more powerful but only those who survive to high enough level to be able to use their power.

My personal preference is to do this kind of thing through magic items like a caduceus staff which provides healing effects to all established allies within 10 feet per spell level (another option, similar to the above but this way a CLW can only go out to 10' because it is 1st level.)
I like both of those ideas. It gives the cleric some versatile choices at the cost of spell levels needed ... and it will make a cleric think about how best to use those spell/levels ... wade into the fray and cast cure with a touch but be in the fray, or stand 10 ft back out of danger and still heal the fighter that is taking hit after hit.

I also like the idea of a magic item that gives a area effect to those type spells. I wonder, what other spells could it be used for ????

Re: Healing in 30' or 60' radius: how could I do that in C&C

Posted: Sun Sep 20, 2015 10:59 pm
by Go0gleplex
In response to Lurker's comment about magic item, just gonna throw this out for what it's worth: Anyone whom follows High School D&D LN would recognize the Sacred Gear: Twilight Healing. Possessor can heal by touch (full heal), with practice that can be done in AoE (Cure Critical: but doesn't distinguish between friend and foe at first), or be thrown as a weaker aura to hit a specific target (Cure Serious).

There are other Sacred Gears with other powers like shadow control, fire control, weather control, summon monster, etc.