Suggestion: Change Healing Kits to Temporary Hit Points
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- Hoihe
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Re: Suggestion: Change Healing Kits to Temporary Hit Points
What about buffing magical healing, especially for clerics?
Perhaps a feat akin to the already extant reserve spells, but for healing. 1d8 per Cl of highest memorized healing spell, infinitely castable.
Make clerics the best healers not through nerfing self-sustenance of others, but by making it appealing to have a cleric in your party who can afford to heal the party even if they take combat or buffing spells to be able to recover between fights.
max 72 HP/round for spending a feat at 16, making the cleric be unable to do anything while casting the spell, that's interruptible feels fair to me tbh. More realistic tho would be seeing it as 40 HP/round due to averages.
Healing domain would make it 2d8 per CL.
Perhaps a feat akin to the already extant reserve spells, but for healing. 1d8 per Cl of highest memorized healing spell, infinitely castable.
Make clerics the best healers not through nerfing self-sustenance of others, but by making it appealing to have a cleric in your party who can afford to heal the party even if they take combat or buffing spells to be able to recover between fights.
max 72 HP/round for spending a feat at 16, making the cleric be unable to do anything while casting the spell, that's interruptible feels fair to me tbh. More realistic tho would be seeing it as 40 HP/round due to averages.
Healing domain would make it 2d8 per CL.
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Re: Suggestion: Change Healing Kits to Temporary Hit Points
Clerics don't need any buffs.
- Hoihe
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Re: Suggestion: Change Healing Kits to Temporary Hit Points
This would make clerics as healers actually relevant over potions/healing kits.
Clerics can't keep up with our content design.
I've never seen clerics actually use magic to heal people except for mass heals in events. Or extended regenerate which is good for bossfights but not for party sustain.
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Re: Suggestion: Change Healing Kits to Temporary Hit Points
double post
Last edited by Thaelis on Wed Sep 09, 2020 9:55 am, edited 2 times in total.
Aerendyl Dy'ner - Blacksmith and Explorer
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Re: Suggestion: Change Healing Kits to Temporary Hit Points
double post
Last edited by Thaelis on Wed Sep 09, 2020 9:55 am, edited 2 times in total.
Aerendyl Dy'ner - Blacksmith and Explorer
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Re: Suggestion: Change Healing Kits to Temporary Hit Points
You aim the arterial bloodspurt to blind your enemies momentarily of courseTheodore01 wrote: ↑Tue Sep 08, 2020 10:47 am I wonder how one can enter stealth at all - if you're groaning with pain and spraying your blood all over the place.![]()

100% agree with thisHoihe wrote: ↑Wed Sep 09, 2020 7:03 amThis would make clerics as healers actually relevant over potions/healing kits.
Clerics can't keep up with our content design.
I've never seen clerics actually use magic to heal people except for mass heals in events. Or extended regenerate which is good for bossfights but not for party sustain.

Aerendyl Dy'ner - Blacksmith and Explorer
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Re: Suggestion: Change Healing Kits to Temporary Hit Points
Re: Hoihe's comments
I wouldn't mind adding Touch of Healing reserve feat, honestly.
I wouldn't mind adding Touch of Healing reserve feat, honestly.
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Re: Suggestion: Change Healing Kits to Temporary Hit Points
I played favored soul for some time.
I cannot imagine anyone want to put more pressure on people to bring divine classes into party at the cost of nerfing healing for non divines.
As cleric or FS i had been so self sufficient never needing anyone else, I could use combat buffs, summons, healing.
Reserve feat for healing is fine.
but dont nerf healing for non divines. If cleric can heal trough reserve feat he will be wanted in the group but do not make it "must have" party component.
Edit: I also fail to see why anyone would refuse to add cleric into the party. Cleric /FS is always making a big change whenver it is caster, meeler, or just healer. I would rather had a cleric along than not, even now if the clerics only cast mass heals (which is prolly their best party wide spell beside recitation).
I cannot imagine anyone want to put more pressure on people to bring divine classes into party at the cost of nerfing healing for non divines.
As cleric or FS i had been so self sufficient never needing anyone else, I could use combat buffs, summons, healing.
Reserve feat for healing is fine.
but dont nerf healing for non divines. If cleric can heal trough reserve feat he will be wanted in the group but do not make it "must have" party component.
Edit: I also fail to see why anyone would refuse to add cleric into the party. Cleric /FS is always making a big change whenver it is caster, meeler, or just healer. I would rather had a cleric along than not, even now if the clerics only cast mass heals (which is prolly their best party wide spell beside recitation).
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- DaloLorn
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Re: Suggestion: Change Healing Kits to Temporary Hit Points
Neither would I...

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- Hoihe
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Re: Suggestion: Change Healing Kits to Temporary Hit Points
Point is, magical healing should be the most powerful. However, due to the way the server is made encounter-wise, anything but potions or healing kits is useless. You'll heal faster and more reliably from vamp regen/regen cloak than having a cleric in your party, as the cleric won't have enough spells to heal everyone between each encounter.JIŘÍ wrote: ↑Wed Sep 09, 2020 10:17 am I played favored soul for some time.
I cannot imagine anyone want to put more pressure on people to bring divine classes into party at the cost of nerfing healing for non divines.
As cleric or FS i had been so self sufficient never needing anyone else, I could use combat buffs, summons, healing.
Reserve feat for healing is fine.
but dont nerf healing for non divines. If cleric can heal trough reserve feat he will be wanted in the group but do not make it "must have" party component.
Edit: I also fail to see why anyone would refuse to add cleric into the party. Cleric /FS is always making a big change whenver it is caster, meeler, or just healer. I would rather had a cleric along than not, even now if the clerics only cast mass heals (which is prolly their best party wide spell beside recitation).
Which causes people to either spend a fair bit of money on healing kits or potions of heal or in my case, pump AC until only nat 20s can hit you and only fight enemies with your AC-20. Getting a cleric in the party right now still means I should only fight AC-20 enemies, as the cleric would never be able to keep up with healing unless they carry a million heal kits.
With a reserve feat healing spell, one could party vs AC-10 enemies, have a encounter then the cleric would go on to treat people at exchange of a fair bit of time (30-40HP/round per PC is... slow if you are fighting AC-10 enemies considering their frequent hits.) And the cleric has to sacrifice a 8th slot spell (idk if we got a 9th level one that would count) they can't spend.
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- Hoihe
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Re: Suggestion: Change Healing Kits to Temporary Hit Points
Point is, magical healing should be the most powerful. However, due to the way the server is made encounter-wise, anything but potions or healing kits is useless. You'll heal faster and more reliably from vamp regen/regen cloak than having a cleric in your party, as the cleric won't have enough spells to heal everyone between each encounter.JIŘÍ wrote: ↑Wed Sep 09, 2020 10:17 am I played favored soul for some time.
I cannot imagine anyone want to put more pressure on people to bring divine classes into party at the cost of nerfing healing for non divines.
As cleric or FS i had been so self sufficient never needing anyone else, I could use combat buffs, summons, healing.
Reserve feat for healing is fine.
but dont nerf healing for non divines. If cleric can heal trough reserve feat he will be wanted in the group but do not make it "must have" party component.
Edit: I also fail to see why anyone would refuse to add cleric into the party. Cleric /FS is always making a big change whenver it is caster, meeler, or just healer. I would rather had a cleric along than not, even now if the clerics only cast mass heals (which is prolly their best party wide spell beside recitation).
Which causes people to either spend a fair bit of money on healing kits or potions of heal or in my case, pump AC until only nat 20s can hit you and only fight enemies with your AC-20. Getting a cleric in the party right now still means I should only fight AC-20 enemies, as the cleric would never be able to keep up with healing unless they carry a million heal kits.
With a reserve feat healing spell, one could party vs AC-10 enemies, have a encounter then the cleric would go on to treat people at exchange of a fair bit of time (30-40HP/round per PC is... slow if you are fighting AC-10 enemies considering their frequent hits.) And the cleric has to sacrifice a 8th slot spell (idk if we got a 9th level one that would count) they can't spend.
For life to be worth living, afterlife must retain individuality, personal identity and memories without fail - https://www.sageadvice.eu/do-elves-reta ... afterlife/
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- Valefort
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Re: Suggestion: Change Healing Kits to Temporary Hit Points
If healing through consumables is nerfed healing spells will become better comparatively speaking. There's certainly no need for better healing at all in my eyes. If clerics do not use their healing spells all that much it's mostly because everyone can heal easily already.
Mealir Ostirel - Incorrigible swashbuckler
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Re: Suggestion: Change Healing Kits to Temporary Hit Points
Honestly, clerics have way better spells than healing on these circles. Why would you memorise some minor healing when you can replace it with divine power buff yourself up to the heavens and crush the foe before it can kill anyone in party.Valefort wrote: ↑Wed Sep 09, 2020 12:16 pm If healing through consumables is nerfed healing spells will become better comparatively speaking. There's certainly no need for better healing at all in my eyes. If clerics do not use their healing spells all that much it's mostly because everyone can heal easily already.
Clerics in DnD /= healers. It is just one of their abilities. Their purpose is not to heal entire party every encounter, but be thee and ensure noone dies in the epic finale or in very heavy battles. They are not supposed primary as someone who sits back and treats every scrach on anyone. Their role are way diversed and it is just on the players of said cleric, how he will play it out. Afterall he has these tools in the mechanics already.
The reserve feat would not harm - you would need to spend a feat onto it. But it is bad idea for the cost of heal kits nerf.
I am forced to solo lately, and i use extensively heal kits. But i would prefer to have cleric with me, casting heals and mass heals. Not bothering myself with healing kits, because when you use heal kit, you cannot attack, and are exposed to the NPCs. It is not that one time story as presented here

Edit 2: Without removing passive regeneration from items like cloaks, any nerfing of healing kits is pointless imho.
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Re: Suggestion: Change Healing Kits to Temporary Hit Points
Cure X wounds spells suck and will never compare simply because of how nwn2 works.
In pnp you can have a wizard with 7 hp at level 4, here in nwn2 the same build always has a minimum HP of 16, so see which one can use a cure light wounds better.
Nerfing healing kits will help no one. Like said earlier, it will mess with a lot of builds and strategies. Cure spells always sucked because nwn2 giving max HD all the time, nerfing kits just make everyone more miserable.
In pnp you can have a wizard with 7 hp at level 4, here in nwn2 the same build always has a minimum HP of 16, so see which one can use a cure light wounds better.
Nerfing healing kits will help no one. Like said earlier, it will mess with a lot of builds and strategies. Cure spells always sucked because nwn2 giving max HD all the time, nerfing kits just make everyone more miserable.
- Kitunenotsume
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Re: Suggestion: Change Healing Kits to Temporary Hit Points
As someone who currently already spends a feat on extra healing capability (Sacred Purification), I can say that a Healing Reserve feat could be useful.
That said, I agree with Valefort that the current benefits of healing character choices are trivialized by the availability of healing.
This is true both for healing kits and potions. However, per my understanding, addressing the fact that 5d8+10 healing can be purchased for 55 GP (thank you 11 GP CLW pots) is unlikely to happen as discussed in the various other threads regarding increasing potion/consumable costs.
Cloaks of Regeneration are also a substantial influence, but I do not predict that they will be disappearing either.
In my observation, the underlying issue is that the server is designed (albeit perhaps not intended) that the vast majority of content strongly rewards offensive tactics more than defensive ones, once the minimum requirement not-to-die has been met. In matters of Attrition, PCs are strictly limited due to raw numbers, as defensive actions result in a loss of outgoing damage and resources, but offensive actions result in a direct reduction of incoming damage (when things die, any extra damage they could deal is negated) and can be indefinitely sustained (you never run out of autoattack).
Ergo, Regeneration of any magnitude is substantial, as it offers healing without any expense of actions or resources. Actions spent healing, on the other hand, expend resources to potentially only keep the health you have - often resulting in lower resources and no numerical advantage. This would continue to be the case unless one round of healing actions can reliably restore multiple rounds worth of damage - and Healing Kits or Potion spam *can* (On the order of 200+ HP/round) but spell-casting currently cannot (Single target seems capped at 150, for substantial trade-offs).
That said, I agree with Valefort that the current benefits of healing character choices are trivialized by the availability of healing.
This is true both for healing kits and potions. However, per my understanding, addressing the fact that 5d8+10 healing can be purchased for 55 GP (thank you 11 GP CLW pots) is unlikely to happen as discussed in the various other threads regarding increasing potion/consumable costs.
Cloaks of Regeneration are also a substantial influence, but I do not predict that they will be disappearing either.
In my observation, the underlying issue is that the server is designed (albeit perhaps not intended) that the vast majority of content strongly rewards offensive tactics more than defensive ones, once the minimum requirement not-to-die has been met. In matters of Attrition, PCs are strictly limited due to raw numbers, as defensive actions result in a loss of outgoing damage and resources, but offensive actions result in a direct reduction of incoming damage (when things die, any extra damage they could deal is negated) and can be indefinitely sustained (you never run out of autoattack).
Ergo, Regeneration of any magnitude is substantial, as it offers healing without any expense of actions or resources. Actions spent healing, on the other hand, expend resources to potentially only keep the health you have - often resulting in lower resources and no numerical advantage. This would continue to be the case unless one round of healing actions can reliably restore multiple rounds worth of damage - and Healing Kits or Potion spam *can* (On the order of 200+ HP/round) but spell-casting currently cannot (Single target seems capped at 150, for substantial trade-offs).
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She has also been seeking a variety of gems and stones.