We've been considering removing Healing Word from future campaigns, but we want to avoid creating new game-balance problems such as Clerics having difficulty surviving or higher CR encounters becoming too deadly as a result. Does anyone have any advice or suggestions based upon experience making such changes? Theory is also okay, but I'm particularly interested in experience from folks who have tried this.
But if a character was unconcious (unstable at 0 hp) and are brought back by healing word I would have it add a level of exhaustion. I wouldn't do anything else to adjust for balance because if you're running a hard campaign it's out of balance anyway.
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I've heard a lot about this recently - that Healing Word breaks the game, as a verbal only, long-range, bonus action spell. I think the argument is that it removes the need to fear unconsciousness.
I disagree personally. I think if you're using your spell slots for multiple Healing Words, then you're sacrificing enough to balance the power of the spell. If your players are able to consistently use it to save the party, then they're getting too much rest, and not enough encounters.
I don't think its going to be too much of an issue here. If your goal is to remove the extra healing of the Word, then the cleric is just going to have to be a bit more nimble when mid-combat healing.
The main disadvantage of removing Healing Word is that it encourages your group healer back into the role of "healbot" - you have to take your turn to get a companion back onto their feet. Which many people felt was boring and dull - it was an unpopular playstyle that many groups felt was necessary. Healing Word was the answer to that problem, and by removing it, you might bring said problem back. If said problem isn't actually a problem at your table? Then all's good. There's no balance issues, just fun issues.
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We've been considering removing Healing Word from future campaigns, but we want to avoid creating new game-balance problems such as Clerics having difficulty surviving or higher CR encounters becoming too deadly as a result. Does anyone have any advice or suggestions based upon experience making such changes? Theory is also okay, but I'm particularly interested in experience from folks who have tried this.
What are you trying to achieve by removing Healing Word? It's hard to help without knowing what you're trying to balance around.
The Forum Infestation (TM)
Why healing word? Not cure wounds? Or any other healing spell or ability?
Also, I don't think it would create a problem for cleric survival...just everybody else, haha
I wouldn't remove healing word.
But if a character was unconcious (unstable at 0 hp) and are brought back by healing word I would have it add a level of exhaustion. I wouldn't do anything else to adjust for balance because if you're running a hard campaign it's out of balance anyway.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
I've heard a lot about this recently - that Healing Word breaks the game, as a verbal only, long-range, bonus action spell. I think the argument is that it removes the need to fear unconsciousness.
I disagree personally. I think if you're using your spell slots for multiple Healing Words, then you're sacrificing enough to balance the power of the spell. If your players are able to consistently use it to save the party, then they're getting too much rest, and not enough encounters.
I don't think its going to be too much of an issue here. If your goal is to remove the extra healing of the Word, then the cleric is just going to have to be a bit more nimble when mid-combat healing.
The main disadvantage of removing Healing Word is that it encourages your group healer back into the role of "healbot" - you have to take your turn to get a companion back onto their feet. Which many people felt was boring and dull - it was an unpopular playstyle that many groups felt was necessary. Healing Word was the answer to that problem, and by removing it, you might bring said problem back. If said problem isn't actually a problem at your table? Then all's good. There's no balance issues, just fun issues.