Hey, I noticed that with this mod, I am unable to fast travel? When i click the waypoints, nothing happens. Any fixes for this? besides that, love the mod!
Actually, it seems this mod is quite buggy for me (even when running no other mods besides this one). Bugs include things like: no fast travel, no traveling to camp, cant talk to NPCs. Is this a me issue or is there a known fix for this?
I was about to comment on the Blessed Aid but then I remember that there is the Spare the Dying Cantrip. Blessed Aid is an upgraded version of the Cantrip. In short, for the resource cost, it feels balanced.
Blessed Heal and Blessed Remedy feel a bit strong, especially at the higher levels. There aren't many spells that can flat out grant potentially upwards of 60 HP(or more). This is where stat stacking can break things horribly.
The core idea is great, but the amount healed needs to be scaled back to avoid it being stronger than comparable cleric spells. IE at max level (for example), Blessed Heal should be compared against Heal (closest comparison), taking into account the difference in uses / long rest.
In short, I love the additional utility, but it needs to be balanced against equivalent spells of other healers.
Can you suggest how i can balance it cause i usually never have a cleric in my team and my paladin become the actual healer so i never hive it too much thought.
Im terrible at balancing my mods any suggestion is highly appreciated :))
I still want it to scale along with your stat but yeah at level 12 12*6 heal is a bit much. May be only paladin level*proficiency bonus?
We want it to be useful at low level while it heals less at high level. What about using plane bonus? Something like: Blessed heal (Level/2 * CHA/2 ) + 4 Blessed remedy (Level/2 * CHA/2 ) + 1
BTW lay on hands is a touch healing... I'm not against doing it AOE not touch for remedy, but I'd maintain touch for blessed heal. Maybe you can manage to add another spell for touch which should have actual healing values of blessed heal, and a new one for lowered heal at distance for the formulae I suggest. Something like:
The thing about touch is that many healing spells are also touch. In fact, two of the first level healing spells are separated by the fact one is strong but touch and the other is weaker, but ranged.
I have nothing against it being strong, but there has to be a balancing point. And before I said that, I did look up a few spells. Yes, obviously not everyone is going to troll CHA to the exclusion of all else, but when you have CHA mod multipliers you need to take that into consideration. Heal (level 6 spell) restores 70 HP. The most powerful AoE Heal I could find was Mass Cure Wounds(level 5) which was 4d8+spellcasting modifier. IE MCW could heal on average 18+stat to up to six targets.
Now obviously we can never be perfectly balanced, I mean I have a variation of Eldritch Knight & Arcane Trickster that is slightly unbalanced. It's not perfect, but I think it works. By level 12 they're capped at level 5 spells, slightly behind pure casters. Some may consider that unbalanced. It's meant more for people using level 20 mods where pure casters will outstrip them. So I do understand you can't have perfect balance, its impossible.
10 comments
Blessed Heal and Blessed Remedy feel a bit strong, especially at the higher levels. There aren't many spells that can flat out grant potentially upwards of 60 HP(or more). This is where stat stacking can break things horribly.
The core idea is great, but the amount healed needs to be scaled back to avoid it being stronger than comparable cleric spells. IE at max level (for example), Blessed Heal should be compared against Heal (closest comparison), taking into account the difference in uses / long rest.
In short, I love the additional utility, but it needs to be balanced against equivalent spells of other healers.
Im terrible at balancing my mods any suggestion is highly appreciated :))
I still want it to scale along with your stat but yeah at level 12 12*6 heal is a bit much. May be only paladin level*proficiency bonus?
What about using plane bonus?
Something like:
Blessed heal (Level/2 * CHA/2 ) + 4
Blessed remedy (Level/2 * CHA/2 ) + 1
BTW lay on hands is a touch healing... I'm not against doing it AOE not touch for remedy, but I'd maintain touch for blessed heal.
Maybe you can manage to add another spell for touch which should have actual healing values of blessed heal, and a new one for lowered heal at distance for the formulae I suggest.
Something like:
Blessed WORD - (Level/2 * CHA/2 ) + 4 - 18m - bonus action
Blessed HAND - Level*CHA - touch - action
Blessed remedy - (Level/2 * CHA/2 ) + 1 - 9m AOE circle - action + bonus action
Lay on hands is supposed to be strong because of the need of touch, this way you'll maintain other spells and having it all balanced
This is an interesting suggestion for a new spell
Blessed AURA - (Level/2 * CHA/2 ) + 2 - 3 turns - 12m circle aura that follows caster - allies traversing the aura gets the heal, enemies traversing aura get -1 to attack throws
I have nothing against it being strong, but there has to be a balancing point. And before I said that, I did look up a few spells. Yes, obviously not everyone is going to troll CHA to the exclusion of all else, but when you have CHA mod multipliers you need to take that into consideration. Heal (level 6 spell) restores 70 HP. The most powerful AoE Heal I could find was Mass Cure Wounds(level 5) which was 4d8+spellcasting modifier. IE MCW could heal on average 18+stat to up to six targets.
Now obviously we can never be perfectly balanced, I mean I have a variation of Eldritch Knight & Arcane Trickster that is slightly unbalanced. It's not perfect, but I think it works. By level 12 they're capped at level 5 spells, slightly behind pure casters. Some may consider that unbalanced. It's meant more for people using level 20 mods where pure casters will outstrip them. So I do understand you can't have perfect balance, its impossible.