Dojo Darelir, the School of Xenograg the Sorcerer

Potions of Healing Restore One-Quarter of Maximum Hit Points

I recently read Healing Potions Are Dumb (and how I fix them), and enjoyed both its analysis and proposed solution. Then an old thought came back to me.

I never played the 4th edition of Dungeons & Dragons, but one concept from it always impressed me: Healing Surges. Specifically, that a Healing Surge restores one-quarter of a character’s maximum Hit Points. No more risk of bad dice rolls on healing spells.

That fixed proportion can easily be ported to apply to Potions of Healing in D&D 5e—in any edition, really, but especially in 5e where combat damage frequently outpaces healing abilities. This is a middle ground between the current rule and Nerdwerd’s maximalist option.

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