As many people have said, with the abundance of other methods of healing nerfing kits would not do that much to make healers feel more useful. I think probably the best use for spell slots to feel useful in a party would probably be dispelling negative effects on people, such as poison or disease, since those are bothersome and not everyone is carrying around the correct potions all the time. Also the great buffs they can use.
Much like healing, those can also be bought with gold. but most basic magic can also be bought with gold, so whats the difference? if you want to spend hundreds of GP on perfected alchemy flasks you can do a bunch of AOE damage while knowing no spells where a wizard needs to slot that in. Same thing with various buffs and almost anything when you consider the player market assuming you have UMD and someone is making it.
Magic users get these things for free and can have stronger variants when reaching high levels, non magic users have to pay gold for the pleasure, I don't see an issue with that.
Suggestion: Change Healing Kits to Temporary Hit Points
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- SpookySkeleton
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Re: Suggestion: Change Healing Kits to Temporary Hit Points
Lys Beskytte - Sorceress
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- Blackman D
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Re: Suggestion: Change Healing Kits to Temporary Hit Points
if you want a boost in healing for your spells get the healing domain, thats what its there for
its obviously not needed tho, even with the huge nerf to regeneration, between regen and vig cycle there is not too much need for other single target healing spells aside from heal, and good and neutral clerics spontaneously cast cure spells, so of course they will never memorize them, they already have them all available

its obviously not needed tho, even with the huge nerf to regeneration, between regen and vig cycle there is not too much need for other single target healing spells aside from heal, and good and neutral clerics spontaneously cast cure spells, so of course they will never memorize them, they already have them all available
everyone is evil till proven otherwise