Illusionists can heal.
- slimykuotoan
- Greater Lore Drake
- Posts: 3669
- Joined: Sun Mar 11, 2007 8:00 am
- Location: Nine Hells
Illusionists can heal.
There, I've said it.
I can't believe I'm making this shift, but here i go.
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
Re: Illusionists can heal.
Like breakfast, I waffle.
Next campaign will include the syrup.
Next campaign will include the syrup.
Re: Illusionists can heal.
Nevermind and have a nice day!

Count Rhuveinus - Lejendary Keeper of Castle Franqueforte
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
Re: Illusionists can heal.
As I've mentioned before . . my thought is that illusionists can only heal the psyche, NOT physical damage!

Count Rhuveinus - Lejendary Keeper of Castle Franqueforte
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
Re: Illusionists can heal.
And since HPs are a culmination of fatigue, wounds, exhaustion, and other things, then the illusionist healing makes sense.Rhuvein wrote:As I've mentioned before . . my thought is that illusionists can only heal the psyche, NOT physical damage!
R-
Castles & Crusades: What 3rd Edition AD&D should have been.
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Re: Illusionists can heal.
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.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Illusionists can heal.
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.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.
Re: Illusionists can heal.
Your first response was much more entertaining.Rhuvein wrote:Nevermind and have a nice day!
- Go0gleplex
- Greater Lore Drake
- Posts: 3723
- Joined: Fri May 30, 2008 7:00 am
- Location: Keizer, OR
Re: Illusionists can heal.
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!)
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!)
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
Re: Illusionists can heal.
WHAT?!? How dare you run your game the way you want! What kind of game do you think this is!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!)
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.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
- Go0gleplex
- Greater Lore Drake
- Posts: 3723
- Joined: Fri May 30, 2008 7:00 am
- Location: Keizer, OR
Re: Illusionists can heal.
I'd answer that but then I'd probably have to buy Steve a dozen half-racks of Dr. P.Treebore wrote:WHAT?!? How dare you run your game the way you want! What kind of game do you think this is!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!)![]()
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
Re: Illusionists can heal.
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.
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.
Re: Illusionists can heal.
Welcome to 4th and 5th edition of D&D.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.
- slimykuotoan
- Greater Lore Drake
- Posts: 3669
- Joined: Sun Mar 11, 2007 8:00 am
- Location: Nine Hells
Re: Illusionists can heal.
TOTAL win post!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.
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
Re: Illusionists can heal.
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 !ThrorII wrote:Go the Full Monte:
Barbarians can heal (Primal Fury): "GET UP YOU SCUM BAG, GET BACK IN THE FIGHT!!!" (+1d8 hp)
...
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
Re: Illusionists can heal.
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.
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.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Illusionists can heal.
The more healing you make available to characters, the more they can do before they have to retreat to town to rest.
R-
R-
Castles & Crusades: What 3rd Edition AD&D should have been.
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House Rules & Whatnots
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TLG Forum Moderator
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