Monstrous Regeneration

Started by scribjellydonut, May 11, 2009, 10:08:34 PM

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Relinquish

Quote from: lovethesuit;125461I do. Often. And I regenerate for 5hp. SPEAK NOT OF WHAT YOU DO NOT UNDERSTAND FOOL

DO NOT YELL AT ME BECAUSE WHEN I USED IT IN THE UD I REGENERATED TWO HIT POINTS A ROUND FOOL

lovethesuit

Quote from: Relinquish;125468DO NOT YELL AT ME BECAUSE WHEN I USED IT IN THE UD I REGENERATED TWO HIT POINTS A ROUND FOOL

NO UR THE FOOL

Germain

Isn't the point of the spell to provide healing over the course of a fight vice a means of healing in between fights?

I sadly have to agree that as it stands there certainly isn't enough Clerics/Druids to probably warrant a change in the spell.  Such is my opinion though.

scribjellydonut

Quote from: Thane;125470I sadly have to agree that as it stands there certainly isn't enough Clerics/Druids to probably warrant a change in the spell. Such is my opinion though.

Except that it would be devilishly easy to do

derfo

i had an item with monsterous regen once a day one time it was sick

MrGrendel

The advantage of this spell lies not in the raw healing it does, but in that it heals passively while the cleric is free to do other things in that time. Thus, in terms of hp healed, it should be weak compared to other cleric alternatives, not strong.

scribjellydonut

Quote from: MrGrendel;125500The advantage of this spell lies not in the raw healing it does, but in that it heals passively while the cleric is free to do other things in that time. Thus, in terms of hp healed, it should be weak compared to other cleric alternatives, not strong.

Don't you think everyone realizes that?  That still doesn't change the fact that it does 3 hp a round, for 4 rounds(or 5 if you're level 10).

MrGrendel

Quote from: scribjellydonut;125508Don't you think everyone realizes that?

No, I don't assume everyone innately knows or considers this. Why do you think I pointed it out?
 
Quote from: scribjellydonut;125508That still doesn't change the fact that it does 3 hp a round, for 4 rounds(or 5 if you're level 10).

That's 4 rounds of casting other spells (such as your full allotment of cure critical wounds from the 4th level of spells) with the regeneration healing on top of it.
 
5th-level cleric spells, by default and design don't include any powerful healing spells. But you could supplement the cleric's healing abilities with regeneration, if you really wanted to. You're not missing out on either cure critical wounds OR heal (assuming you made it to 11) by taking the spell.
 
If you had to give up a slot of cure critical wounds, or heal, to take regeneration, I might agree with the OP that MR should be equivalent. However, as this level of spells doesn't provide much in the way of good healing, and because MR may still provide an advantage in the right circumstances, I'd say to leave it as is.
 
Also, frankly, clerics are plenty powerful already.
 
All just my opinion, of course.

The Crimson Magician

TBH, just pick a different spell. Also.

MR G. SUP.

SADLY I MUST DISAGREE WITH YOU, BECAUSE EVERYBODY KNOWS THAT THE SPELL HEALING CIRCLE IS WAAAAAAY BETTER THEN MONSTROUS REGENERATION AND EVERYONE KNOWS THAT

MrGrendel

Quote from: The Crimson Magician;125517SADLY I MUST DISAGREE WITH YOU, BECAUSE EVERYBODY KNOWS THAT THE SPELL HEALING CIRCLE IS WAAAAAAY BETTER THEN MONSTROUS REGENERATION AND EVERYONE KNOWS THAT

OH SHI-

Jayde Moon

Also, I can use a medicine bag on you and it will do a shit ton more passive healing on you while I'm free to do other stuff, like medicine bag the rest of the party, and then cast other spells, or shoot my crossbow, etc.

My only point in this suggestion/debate is that a spell that belongs in the hands of a level 9 cleric should have a lot more wow factor than an easily acquired item that utilizes a skill that is a class skill (afaik) for every class.

Even someone totally untrained in the skill has a 5% chance of healing 9 pts of damage when not engaged in melee.

Whether the DM team has the desire to change it, due to the lack of lvl 9 clerics running around, is their call.  But it seems silly for the peanut gallery to contend that this spell has some kind of advantage relative to what you need to be able to cast it, especially when held against medicine bags, available to all and able (ESPECIALLY by level 9) to heal FAR more HP.

MrGrendel

I have to admit, it's not too good compared to healing spells from IV or VI. But in the big picture, maybe clerics don't need to have a good heal for every single spell-level. You could put empowered cure serious wounds in there or something if you really want to fill all your spell slots with healing.

Drakill Tannan

MrGrened (as always) i disagree with you. Monstrous regeneraton is plain and simply useless. To my eyes regeneration is mean to either

 A) Heal over time in between combats, to be at higher HP in between fights.
B) Have slightly more life while fighting.

Monstrous regeneration has a duration so small it cannot posibly be used for A) because it will need to be cast after each fight, a round better spent in a lower level healing spell, such as, even cure light wounds (3 HP for 4 rounds = 12 HP healed in total, cure light wounds heals 1d8 +5 with an average of 9, if the cleric has a healing domain, you can expect it to -always- heal more than 12 HP) As for B) it is almost worthless, it does a allow slighly faster healing, but healing circle is simply better to heal multiple frontliners.

Changing it in the wat Scribjellydonut suggests makes it usable by the means of A) while not B), leaving that to the true regeneration spell. Something pretty good IMO.

Also you mentioned clerics are already overpowered, well, how about druids? i feel they are vastly underpowered (i know eveyone says, al least in the forum, druids are overpowered, but none has been able to tell my why) and this might give them some more usefullness.

EDIT(s): More off topic, Egon please explain me how firewall can be somewhat usefull? it deals, if we are optimistic, 20 damage at a time where most enemies have over 50 HP, so it doesn't kill anything, it damages them, but only if they go through it, but the area of effect is small, so most enemies likely dodge it accidentally and aren't bothered, the fact that you can't chose the direction of the wall also annoys, this leaves to it being only usefull in narrow corridors and doorways, and you have to metagame to do that, unless of cource you're a sorcerer, in wich case, why would you take a spell that can only be used on certian situations when you have other good level 4 spells? Edvard's deals good damage and it's less variable, so you can always expect it to deal more, also it paralizes if the enemies fail the savin throws (speaking of wich, firewall offers a saving throw for half damage, meaning 10? horrible) good for a conjuratior and i belive the duration is the same. How could firewall be posibly usefull when you have Edvard's?
(PS if you don't want to spam the post with non-topic, send me a PM)

More off-topic: Thouse two tyiping with CAPS LOCK on, be less childish please.

Mort

Probably wont be modified since it's used as part of the dropping items in its current form and would probably become too strong if it was modified to give regeneration for 9 turns.