| Post/Author/DateTime | Post |
|---|---|
| 1 ton ghost11-01-07, 02:30 PM | ok, after a little deliberation and some useage in a plain vanilla Faerun campaign, it has come to my attention that they are, um, a little unbalanced in terms of price. it's one of those 3 charges/day item 1-2d8 2-3d8 3-4d8 not only that, but you can burn them as Pos.Energy touch attacks vs. undead all for 750gp i think... wtf? even my brother (arcane PC) was of the opinion that they were incredibly cheap and effectively replaced the "healer", especially if more than 1 PC has one. increases survivability by movement to victim (clerics often in heavy armor, 20ft, mage and party Ftr aren't), reups at dawn (major boon since g/f [cleric] preps spells @ dusk), etc. etc. what is perhaps a more reasonable price? should i ommit altogether? |
| Nephlite11-01-07, 02:44 PM | ok, after a little deliberation and some useage in a plain vanilla Faerun campaign, it has come to my attention that they are, um, a little unbalanced in terms of price. it's one of those 3 charges/day item 1-2d8 2-3d8 3-4d8 not only that, but you can burn them as Pos.Energy touch attacks vs. undead all for 750gp i think... They are a great deal. Not too expensive or too cheap. My Wu Jen loves them (our Favored Soul is NN not good so sometimes she won't heal) even my brother (arcane PC) was of the opinion that they were incredibly cheap and effectively replaced the "healer", especially if more than 1 PC has one. increases survivability by movement to victim (clerics often in heavy armor, 20ft, mage and party Ftr aren't), reups at dawn (major boon since g/f [cleric] preps spells @ dusk), etc. etc I woudn't say replace: may like supplements. Remember 3/day is not enough to be fully healed (except low levels). Your G/f is a evil or non-good Cleric (neutral can choose and all)? The item was made to help/let one be more self reliant (this is a good thing). Why force the Cleric to be a Party band-aid? If he wants to be let them, but it is wrong to force. Remember, it takes the Belt Slot for Warrior types (Str is belt slot since gauntlets go to +2 only). Now if your party Wizard crafts guantlets +4, than great, but they are rare otherwise (not in DMG). |
| IceFractal11-01-07, 02:48 PM | I wouldn't say they're necessarily unbalanced in price, just priced a lot lower than healing items were previously. For one thing, compare them to the Wand of Lesser Vigor, also 750. The wand heals 11hp a charge, these heal 27hp a day, so it will take about 20 days of adventuring for the belt to come out ahead. If those are action packed days, that could be six levels' worth. Now it's still a great item, but is there really a problem with having good healing? All it means, really, is that the PCs can handle an extra encounter before having to rest, or the Cleric can use more spells on non-healing stuff. Helps prevent the "15 minute day" as well. As for the Cleric being replaced - Clerics are much more than healers, and most would be glad to have their healing duties reduced so they can do other things with their magic. Now if your Cleric wants to just be the healer, and is feeling upstaged by the belts, there's a simple solution: have the Cleric wear the belt - it can heal other people than the wearer. You could make the belt require divine energy (turning) to bond to someone in that case. Ultimately, I think the belt is the expression of a design shift that's been happening since the start of 3rd edition or earlier. Originally, healing was considered a role, and a niche to be protected. Over the course of time, healing has shifted to being more of a duty/chore, which should be spread out among the party to the extent possible. In 4E, this continues, with the "leader" (support) classes getting abilities that let them heal people while fighting or doing other actions, so that the healing chore takes up as little time in combat as possible. |
| Kouk11-01-07, 03:02 PM | ok, after a little deliberation and some useage in a plain vanilla Faerun campaign, it has come to my attention that they are, um, a little unbalanced in terms of price. it's one of those 3 charges/day item 1-2d8 2-3d8 3-4d8 not only that, but you can burn them as Pos.Energy touch attacks vs. undead all for 750gp i think... wtf? even my brother (arcane PC) was of the opinion that they were incredibly cheap and effectively replaced the "healer", especially if more than 1 PC has one. increases survivability by movement to victim (clerics often in heavy armor, 20ft, mage and party Ftr aren't), reups at dawn (major boon since g/f [cleric] preps spells @ dusk), etc. etc. what is perhaps a more reasonable price? should i ommit altogether? It is cheap. But as was noted, healing by itself is often viewed as a huge chore to many players, even a lot of clerics. The purpose of the item was to allow more efficient (monetarily) healing of oneseself or others, so that the game can continue to move forward instead of using all the cleric's spells on healing and then forcing everyone to wait another day for healing or else spend hundreds (or thousands, if you need it during combat) of gold on healing items. Many Clerics also would prefer to use their other spells (or just plain "Actions") instead of just converting them all to heals. My suggestion for this item is to require that it be worn for at least 12 hours before it is usable, similar to how many other items in that book function. This way it remains a trade-off of using this item or a different magical belt and you can't carry around a backpack full of Healing Belts as a substitute for other healing methods or even a cleric. It is unlikely that the entire party will wear one all day, at least past level 6 or so, but even if they do that is a trade-off of wearing things like Belts of Giant Strength and such. |
| Seeker9511-01-07, 03:13 PM | This is a wand of cure light wounds that can burn up to three charges a day by any wearer. A wand costs 750 gp and can only be used by a cure caster. To *begin* pricing this for a non-caster / anyone, our formula would place the cost at roughly 4000 gp. (2000* x SL1** x CL1** x 2***) * 2000 is the base formula ** Spell level and caster level = 1 *** Slotless. Because you are making this a belt, it is slotted, but non-affinity. Instead of x2, it is only x1.5. New price is 3,000 gp. You are restricting this to 3x per day. New price = 1800 gp. This would be for a belt of cure light wounds. However, you allow the user to heal 2d8 at a time. This changes things from a cure light wounds to a cure moderate wounds. We now have an item that is from a 2nd level spell. New formula results in 2000 x 2 x 3 x 1.5 = 18,000 , usable only 3x / day. New price = 10,800 gp. |
| Nephlite11-01-07, 05:16 PM | This is a wand of cure light wounds that can burn up to three charges a day by any wearer. A wand costs 750 gp and can only be used by a cure caster. To *begin* pricing this for a non-caster / anyone, our formula would place the cost at roughly 4000 gp. (2000* x SL1** x CL1** x 2***) * 2000 is the base formula ** Spell level and caster level = 1 *** Slotless. Because you are making this a belt, it is slotted, but non-affinity. Instead of x2, it is only x1.5. New price is 3,000 gp. You are restricting this to 3x per day. New price = 1800 gp. This would be for a belt of cure light wounds. However, you allow the user to heal 2d8 at a time. This changes things from a cure light wounds to a cure moderate wounds. We now have an item that is from a 2nd level spell. New formula results in 2000 x 2 x 3 x 1.5 = 18,000 , usable only 3x / day. New price = 10,800 gp. 2/day wand of CMW is only 4, 420 according to MIC: Eternal Wands (Bards have arcane cure spells). So 3/day, would be what 6, 630 gp? |
| IceFractal11-01-07, 10:13 PM | First, Cure Moderate wounds actually does 2d8+3, not 2d8, which is a 25% difference. Secondly, the Cure X Wounds series is not the most efficient set of healing spells. Compare the belt to Lesser Vigor. Lesser Vigor: 11 points -vs- Belt (2d8, 3/day): 9 points (average) Close enough, so let's do the math: Wand of Lesser Vigor = 750 gp 50 charges -> at will = x2 = 1500 gp 5/day -> 3/day = x3/5 = 900 gp End result: 900 gp So the belt is only slightly underpriced. More importantly, the belt's pricing makes a clear statement: "Clerics are more than band-aids, and stopping to rest after each battle is not fun. Therefore, healing should be cheaper and more plentiful." Since the purpose of the belt is to change the existing healing dynamics, it should be no surprise that it's priced differently from existing healing items. The question isn't "is the belt balanced with existing healing items", it's "do you agree with the new design philosophy on healing". |
| CryoSilver11-01-07, 10:38 PM | Just thinkin' a bit, at it's most efficient, this belt heals 27 hp/day, average. A charge from a wand of Cure Light Wounds heals 5.5 damage, average. 27/5.5 = 4.9 (5, for the sake of simplicity). This belt is the equivalent of getting 5 charges from a wand of CLW every day. Which means it nets you a discount after 10 days of use. Seems a bit cheap to me... But then, you get the convenience of healing when you need it without needing a cleric, and at the levels where this item is useful, 9 hp/pop can really help. At higher levels, this item is not so useful (especially not when the Strength boosting item is a belt as well). Maybe trade it out for ring of fast healing 1, which (IMO only) is worth about 20000gp. |
| runestar11-02-07, 03:08 AM | It might be cheap exactly because current standards o healing are too ex. But it is very useful. 750gp heals you 6d8, or 27 hp/day. 10 belts cost you a mere 7500gp, and heals 270hp. And you can yell "Henshin!" while slapping said belt on and activating it...:P |
| CryoSilver11-02-07, 03:57 AM | That's the point where the DM steps in and says "That's dumb, and you can't do it." |
| kuonji11-02-07, 07:42 AM | I've had my players use them and had no issue with them being over powered/under-priced. Just make sure your players aren't trying to lug around a wagon full of them and/or swapping them in and out for other belts to wear all the time. If you are really paranoid about them, make them have a 1 minute activation per charge spent, that way they would be nice for out of combat topping off, but not particularly useful otherwise. |
| Seeker9511-02-07, 09:34 AM | That's the point where the DM steps in and says "That's dumb, and you can't do it."From the comments on many threads in the magic Items section, there are far too few DMs willing to do just that. |
| Sosthenes11-02-07, 11:51 AM | Is this really a problem that has to be solved mechanically? The players bought all those belts, so why shouldn't they be able to use it? Yes, as a DM I find that dangerously silly. But I'd probably retaliate on a different level. First of all, how did the players get that wagonload of belts? It would have to be a pretty money-grabbing god who'd allow his clerics to do that, and if your campaign has such a divine being, the players certainly _are_ behaving devout enough... It would have to be a rather stupid money-grabbing god, as healing belts basically allow others to wander on his hp-for-money territory. And with PC clerics manufacturing those, godly limits still apply. If one of my players would manufacture more than X belts, where X equals party size, then he'd probably getting a divine smackdown. Bards don't seem to have those limits, though. But who says that there isn't a clandestine organisation who has among its goals the equal distribution of healing. Those 42 belts are wasted on that stupid adventuring group, let's equip godly 1st level commoners with them who will heal the poor and convert the heathens ;) |
| 1 ton ghost11-02-07, 12:07 PM | wagonload of belts? this would never happen in my campaign(s) for innumerable reasons. -blatant power-gaming if often rewarded w/ blatant character death. i hate that $hit and punish it frequently. it's basically a form of cheating really and shows a general lack of ingenuity and intelligence in favor of a reliance on numbers. -you can't just jog into the shop and buy these off-the-rack. usually, i employ a Gather Info to find one or someone to make one and even then they might be busy, differ by align, etc. -it's just stupid. yeah, i said it. you're also announcing that you're ripe for a robbery. my conern is that they're just too cheap for what they do. level isn't an issue, i'm just looking at bare bones here. i want to employ them, but it must be done accurately. posted this over in D&D General too for what it's worth. thanks for anyone logically adding to the debate/analysis. |
| Mercurius11-02-07, 12:27 PM | For what it's worth, I love them, because if you have a smaller party, or a party where someone just doesn't want to be a band-aid, you don't have to have one. It's a simple, efficient, and elegant system that allows players to go a little bit longer, and takes some of the burden off the cleric. I've provided one to both of the parties I've had recently, because neither group has had a player who wants to play the cleric/favored soul/healer, and they shouldn't have to. That said, the belt doesn't actually prohibit wearing a belt of strength. Look at the last chapter of the MIC. You can add +x STR bonuses to belts without paying any more than normal for a STR belt. That was another part of the MIC philosophy. |
| kuonji11-02-07, 12:27 PM | Consider scale as well. At level 5 it probably seems like a pretty good value item. At level 15 how useful is it really against spells and attacks that deal dozens of points of damage per hit. |
| Sosthenes11-02-07, 12:32 PM | Yep, straight hp/gp ratio is skewed, to say the least. You have to consider that some healing spells are most effective in a combat, where lots of CLW or vigor charges won't exactly cut it. Items like the healing belt or the Dragon Shamans aura take a little load off the party healer, they won't have a large impact on the game, at least if you're working within the set premises of the rules (>1 encounters per day). |
| Neutronium_Dragon11-02-07, 06:55 PM | Apart from the fact that the table is the last thing to consider rather than the first thing when pricing items, there's also this: > *** Slotless. Wands and other items which you wield are not considered slotless. "Wielded in the hand" is considered a slot from a design standpoint. If you could fire off the wand while it was sitting in your pack, then it would be slotless. |
| runestar11-02-07, 10:25 PM | Craft wondrous items? It is only 375gp and a measly 15xp each... |