Illusionists can heal.

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slimykuotoan
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Illusionists can heal.

Post by slimykuotoan »

There, I've said it.

I can't believe I'm making this shift, but here i go.
For crying out loud. Do your best with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan

serleran
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Re: Illusionists can heal.

Post by serleran »

Like breakfast, I waffle.

Next campaign will include the syrup.

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Tadhg
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Re: Illusionists can heal.

Post by Tadhg »

Nevermind and have a nice day!

:P
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Tadhg
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Re: Illusionists can heal.

Post by Tadhg »

As I've mentioned before . . my thought is that illusionists can only heal the psyche, NOT physical damage!

:P
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Rigon
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Re: Illusionists can heal.

Post by Rigon »

Rhuvein wrote:As I've mentioned before . . my thought is that illusionists can only heal the psyche, NOT physical damage!

:P
And since HPs are a culmination of fatigue, wounds, exhaustion, and other things, then the illusionist healing makes sense. ;)

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Treebore
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Re: Illusionists can heal.

Post by Treebore »

Yeah, it definitely comes down to which definition you go with on Hit Points. I go with 1E AD&D on it, so its not that much of a stretch.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
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Kayolan
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Re: Illusionists can heal.

Post by Kayolan »

Treebore wrote:Yeah, it definitely comes down to which definition you go with on Hit Points. I go with 1E AD&D on it, so its not that much of a stretch.
Same here, HP loss represents a combination of "luck" and physical damage, with the lower end of the numbers getting into the actual cuts, scrapes, bruises, etc.

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Re: Illusionists can heal.

Post by serleran »

Rhuvein wrote:Nevermind and have a nice day!

:P
Your first response was much more entertaining. ;)

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Go0gleplex
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Re: Illusionists can heal.

Post by Go0gleplex »

I'll stick with the original interpretation of illusion magic. So...

not happening at my table and several other spells have been stripped out as well.

But hey...that's me. (now to get those pesky kobolds off my lawn!)
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Re: Illusionists can heal.

Post by Treebore »

Go0gleplex wrote:I'll stick with the original interpretation of illusion magic. So...

not happening at my table and several other spells have been stripped out as well.

But hey...that's me. (now to get those pesky kobolds off my lawn!)
WHAT?!? How dare you run your game the way you want! What kind of game do you think this is! ;)

:lol:
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Go0gleplex
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Re: Illusionists can heal.

Post by Go0gleplex »

Treebore wrote:
Go0gleplex wrote:I'll stick with the original interpretation of illusion magic. So...

not happening at my table and several other spells have been stripped out as well.

But hey...that's me. (now to get those pesky kobolds off my lawn!)
WHAT?!? How dare you run your game the way you want! What kind of game do you think this is! ;)

:lol:
I'd answer that but then I'd probably have to buy Steve a dozen half-racks of Dr. P. :twisted: :lol:
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ThrorII
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Re: Illusionists can heal.

Post by ThrorII »

Go the Full Monte:

Barbarians can heal (Primal Fury): "GET UP YOU SCUM BAG, GET BACK IN THE FIGHT!!!" (+1d8 hp)

Thieves can heal. Back Attack becomes Back Rub, a therapeutic massage that gains a +4 to Constitution saves to gain 1d8 hp.

Bards can heal. Exalt becomes Excedrin, and cures 1d8 hit points.

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Re: Illusionists can heal.

Post by serleran »

ThrorII wrote:Go the Full Monte:

Barbarians can heal (Primal Fury): "GET UP YOU SCUM BAG, GET BACK IN THE FIGHT!!!" (+1d8 hp)

Thieves can heal. Back Attack becomes Back Rub, a therapeutic massage that gains a +4 to Constitution saves to gain 1d8 hp.

Bards can heal. Exalt becomes Excedrin, and cures 1d8 hit points.
Welcome to 4th and 5th edition of D&D.

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slimykuotoan
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Re: Illusionists can heal.

Post by slimykuotoan »

ThrorII wrote:Go the Full Monte:

Barbarians can heal (Primal Fury): "GET UP YOU SCUM BAG, GET BACK IN THE FIGHT!!!" (+1d8 hp)

Thieves can heal. Back Attack becomes Back Rub, a therapeutic massage that gains a +4 to Constitution saves to gain 1d8 hp.

Bards can heal. Exalt becomes Excedrin, and cures 1d8 hit points.
TOTAL win post!
For crying out loud. Do your best with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan

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Lurker
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Re: Illusionists can heal.

Post by Lurker »

ThrorII wrote:Go the Full Monte:

Barbarians can heal (Primal Fury): "GET UP YOU SCUM BAG, GET BACK IN THE FIGHT!!!" (+1d8 hp)

...
Well, I'll agree with that, not because I think the class should have the heal ability, but because it would save me the trouble of saving Barleg's half orc hide every other fight ! :mrgreen:
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Treebore
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Re: Illusionists can heal.

Post by Treebore »

I've actually been thinking of giving any adventurer the "Ditch Medicine" skill/ability, because I think any smart adventurer, living the life of constant danger, would quickly learn basic life saving techniques. Just not allow any class, aside from the "healer" classes, to add any bonus'. I've also been considering, if I was to do this modification, giving the "healer" classes, whatever they are as defined by a given campaign, and additional +1/2 levels in their healer class. Then at 5 th level in their class, give a second chance save versus Disease with treatment, then at 7th allow the healer classes to give a second chance save versus any poison that didn't already kill a character.

For some reason this thread has me leaning more strongly than ever before to do this.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

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Rigon
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Re: Illusionists can heal.

Post by Rigon »

The more healing you make available to characters, the more they can do before they have to retreat to town to rest.

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