Can we discuss how cure wounds does 2d8 plus casting mod PER SLOT RANK
Yeah, so it actually has the potential to truly heal someone. More so at higher levels.
The problem with Cure Wounds and the design of 5th was both player scaling of HP and the true lack of consequence for hitting zero HP in most circumstances, along with the action economy of Healing Word.
If a level 1 player hits 0 HP, it makes sense to use Cure Wounds on em. Even a Barbarian at best has 14-16 HP. 1D8+3(4 or 5 maybe, but definitely not likely) is a considerable chunk of their healing.
If a level 5 Barbarian needs healing? Assuming 16 CON and taking the average on hit die? 12+7+7+7+7+3+3+3+3+3 = 55 HP. At best, a level 5 cleric casting heal wounds can heal 3d8+5. You'd have to max roll to get at best slightly under half HP. This only scales farther away at higher levels. That said, why do that when you can just zap em with healing word, they reset all their death saves and you can still use a cantrip to do some damage? That's action economy, baby.
2d8+modifier(with a scaling 2d8 per spell slot) keeps up with all hit die. Now that Cleric might want to go in and zap someone for a level 3 cure wounds for 6d8+modifier, and use that bonus action for an already cast Spirtual Weapon. Still has that glorious action economy, but the Cleric is now doing what it was designed to do. Be a front line healer with loads of utility instead of being a back line support/blaster.
Emanation is a new area of effect, joining known types like Cone, Line, or Sphere. An Emanation spell extends in a straight line in all directions from a creature or object, and moves with them if the spell duration is longer than Instantaneous. Emanation differs from a Sphere in that the point of origin is not considered part of the area of effect. Known spells such as Thunderclap and Spirit Guardians are now classified as Emanation for their areas of effect.
IMHO, it's a great addition. It should help better understand how some spells work and avoid misunderstandings about whether you are affected in certain AoE spells.
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It would have been nice to see a spell stat block and get an idea of the layout of spells.
TO DEFEND: THIS IS THE PACT.
BUT WHEN LIFE LOSES ITS VALUE,
AND IS TAKEN FOR NAUGHT-
THEN THE PACT IS, TO AVENGE.
Yeah, so it actually has the potential to truly heal someone. More so at higher levels.
The problem with Cure Wounds and the design of 5th was both player scaling of HP and the true lack of consequence for hitting zero HP in most circumstances, along with the action economy of Healing Word.
If a level 1 player hits 0 HP, it makes sense to use Cure Wounds on em. Even a Barbarian at best has 14-16 HP. 1D8+3(4 or 5 maybe, but definitely not likely) is a considerable chunk of their healing.
If a level 5 Barbarian needs healing? Assuming 16 CON and taking the average on hit die? 12+7+7+7+7+3+3+3+3+3 = 55 HP. At best, a level 5 cleric casting heal wounds can heal 3d8+5. You'd have to max roll to get at best slightly under half HP. This only scales farther away at higher levels. That said, why do that when you can just zap em with healing word, they reset all their death saves and you can still use a cantrip to do some damage? That's action economy, baby.
2d8+modifier(with a scaling 2d8 per spell slot) keeps up with all hit die. Now that Cleric might want to go in and zap someone for a level 3 cure wounds for 6d8+modifier, and use that bonus action for an already cast Spirtual Weapon. Still has that glorious action economy, but the Cleric is now doing what it was designed to do. Be a front line healer with loads of utility instead of being a back line support/blaster.
Was the new Area of Effect mentioned in the video? I might have missed it. I read about it in the article 4 Key Changes to Spells in the 2024 Player's Handbook.
From that article:
IMHO, it's a great addition. It should help better understand how some spells work and avoid misunderstandings about whether you are affected in certain AoE spells.