Talk:Cure Minor Wounds (5e Spell)

From D&D Wiki

Jump to: navigation, search

This is a bit better than spare the dying, but as it doesn't grant actual healing, I believe it has a place.—The preceding unsigned comment was added by Zibby (talkcontribs) . Please sign your posts.

I think you're right. I do think it should either be a flat 1 or 2, though. The best use for it seems to be outside of combat, where you can grant its effect to everyone in the party. In that situation you would keep casting it until you roll a 2, though (as higher temporary hit points replace lower ones); needing to roll for such a small difference in this situation, where you're casting it several times, feels to me like a time-waster. - Guy (talk) 20:10, 13 May 2017 (UTC)

I was figuring an in-combat sort of thing, in which case, I would rather keep the 1d2. At the levels where this will be most useful, that extra hit point could mean something substantial. I was even considering making it give more at higher levels, but I wouldn't want it to take the place of legitimate healing spells or potions. - Zibby

I did in fact add a little more as the caster levels, and for those who are wondering why it scales so quickly and then ends at 9th level; this spell is intended to be used by a follower who's level caps at 10 instead of 20. - Zibby

First of all, love the spell concept. Second, I think that it should increase as normal cantrips do (5th, 11th, 17th). Last, I agree with Guy on this, it should be a flat number but I think that 2 would work fine. Biosnatcher147 (talk) 10:40, 26 January 2018 (MST)Biosntacher147

I like the idea of it continuing to get stronger but keep this in mind. it's not meant to do a ton... First of all, it is a cantrip. With such it's meant to do less than spells of the same type then equal out at 11th level and then go past at 17th (the amount being the average). This cantrip surpasses that number at level 11. When comparing to False Life, a perfect spell to compare with, the average is 7. At level 11 the cantrip surpasses it and not only that, but also equals the max of False life. A better solution so that it properly scales, is rather than doubling. It should start as 1 Temporary hit point as a base level, then increase by 3 at 5th (4), 11th (7), and 17th (10). Or another way it could go if you feel that the amount at level 1-4 is too low, which by the way is actually how it is supposed to be. It could instead be 2 Temporary hit points, then increase by 2 at 5th (4), 11th (6), and 17 (8). The better scaling is by far the first option and also 1 temporary hit point as a CANTRIP is quite normal. Biosnatcher147 (talk) 23:14, 26 January 2018 (MST)Biosnatcher147
Also please keep in mind that this spell is a solid number. Not having to roll for anything is kinda powerful and so that could even make it to where the second scaling option is even more reasonable and balanced. On top of that even, with the second way of scaling it still surpasses False Life. I personally think having it be one less than the average of False Life at level 11 is actually better do to the nature of the spell being a flat number rather than rollable.Biosnatcher147 (talk) 23:18, 26 January 2018 (MST)Biosnatcher147

Using the numbers from the provided tables for spell balance. A damaging cantrip scales 1d10 to 4d10 at level 5 cantrips are supposed to do almost as much as a first level spell, and at level 11 they are supposed to do MORE than a first level spell. At level 17 they do more than a second level spell. Keep in mind that healing is supposed to be a little less early and a little more later so the numbers are kinda fudgeable but this also isn't exactly healing so meh.

  • So false life gives on average 6.5 temporary hit points as a level one spell (this will be the approximate target health for our tier 2 cantrip)
  • False life gives an average of 11.5 temporary hit points as a level two spell (this will be the minimum heath granted by the tier 4 cantrip)

So now looking for a way to balance it around those two set points while still keeping it elegant.
easiest way (3)(6)(9)(12)
but since healing is supposed to be less early get more powerful at later levels why not (2)(4)(8)(16) still quite elegant and simplistic and balanced--Meep (talk) 01:14, 27 January 2018 (MST)

Sounds good. I was mainly considering damage and such, with what I currently know. It's good to know this. Thanks :) (what i mean by comparing damage is a strait damage cantrip with a strait damage 1st level spell). Keep in mind that another way that your first scaling could be done is that you simply start with 2 and increase it by 3 each time (2)(5)(8)(11). The reason I bring this up is again False Life. False life scales by increasing by solid increments rather than by dice or multiplying. Just something I thought I could put out there as another option. Biosnatcher147 (talk) 09:17, 27 January 2018 (MST)Biosnatcher147

As a compromise lets go back to the double scaling (because at level 17 it should really be like 13+ hit points) and reduce the duration or something --Meep (talk) 16:11, 27 January 2018 (MST)

Home of user-generated,
homebrew pages!


Advertisements: