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Saturday, 6th October, 2012, 11:00 PM #41
Myrmidon (Lvl 10)
Survivor: As a reaction after taking damage, you may instantly expend one or more Hit Dice to heal as if you were using a healer's kit during a short rest. You do not use a healer's kit to restore hp this way.
Or maybe magical in-combat healing just needs to be strong; I spend 1 action and you spend your hit dice, and we undo 2 or 3 actions worth of monsters-dealing-damage. We get ahead in the action economy by using up a different resource.
The trick is that this tradeoff between using a full action for a big heal versus using only part of your action so that you can attack and use a small heal in the same turn is pretty complex in the current playtest, because the Cure X Wounds spells come from a separate resource pool than the Channel Divinity heals.
So once again, I would recommend dropping the whole "channel divinity" thing, letting clerics have Cure spells auto-prepped like they do Turn Undead, and give them a few more spells/day to make up the difference. Simpler resource management and easier options all around. Of course, we're right back in the 3e model where clerics have to spend most of their daily resources on heals, but the current playtest works out that way anyhow.
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Sunday, 7th October, 2012, 12:56 AM #42
Orcus on an Off-Day (Lvl 22)
Sunday, 7th October, 2012, 06:58 AM #43
The Grand Druid (Lvl 20)
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I kinda agree, but having played the Blingdenstone adventure, it was kinda fun to randomly stumble upon some enemies and defeat them with 5 or 10 minutes of play, then get back to business. It was a pleasant aesthetic.
Sunday, 7th October, 2012, 07:26 AM #44
Guide (Lvl 11)
After our 5th session with the playtest (Blingdenstone) our group is beginning to like the HD of healing out of combat (after 10 min rest).
Since we can't use the HD in combat, any tough combat encounter seems to have more tension for us, and the tension can develop more quickly than it did in 4e because the only way to heal in 5e combat is through magic. In 4e with "second wind" there was too much of a rollercoaster effect, and if a monster had a similar ability (to regain hit points) combats would go on far too long.
The trick in 5e really has been trying to make encounters tough enough, especially for level 3 and above. It definitely takes adding to attack bonus and adding to monster hit points to make them challenging enough to raise the tension level. As written, in many encounters against bugbear or other creatures that hit hard, often the creatures don't even hit any of the PCs (unless they target the Wizard or the Rogue specifically) before the party can gang up and eliminate the threat.
Another pleasant surprise we are finding with 5e and the HD of healing mechanic is that as the PCs gain in levels to 3rd and 4th, the HD of healing resevoir for PCs helps take the healing burden off of the cleric. In combat, often, it becomes more important to take out the opponents as quickly as possible, rather than holding back to save spells for healing in combat. In many of our games, the cleric player will use searing light or turn undead, rather than hold on to the spell slot in case a healing spell is needed. Having Radiant Lance also helps save the spell slots too.
Sunday, 7th October, 2012, 09:33 AM #45
Minor Trickster (Lvl 4)
Sunday, 7th October, 2012, 09:42 AM #46
Lama (Lvl 13)
I LIKE COMBAT AS WAR!!!!!!
the essence of D&D is "The thrill of victory the agony of a natural 1" - Mike Mearls, Gen Con 2012
Starting From the Ground Up - ACKS Economic system
Starting From the Grounds Up, Part II - ACKS Economic system
Sunday, 7th October, 2012, 10:08 AM #47
Magsman (Lvl 14)
I do like quasi random encounters for several reasons. Do you know how refreshing it was, when my players hacked through 5 orcs in merley seconds? After preparing the surprise attack? That is how i want combat to play out.
On the other hand, the epic combat against the wight was a bit anticlimatic. But it had a lot to do with lucky and unlucky rolls...
Sunday, 7th October, 2012, 01:21 PM #48
Superhero (Lvl 15)
GreyICE has already said that this is very similar to the CLW wand situation in 3.x; I think it relates to a general issue that crops up, in a different form, in 4e as well.
Gold is a fine in-game resource, but if it's set up to cover too many competing functions it gets to be a problem. In 4e it was used for buying/trading magic items and rituals and alchemy and consumable magic items and "stronghold" type "magic at home base" type stuff - which meant that it got used for the "most important" one of those and nothing else... Similarly, in 3.x, it was either a source of unlimited healing (if the DM made magic items hard to buy) or healing limited only by the desire to get magic items (if the DM made magic items easier to buy).
For healing, I really prefer a completely separate resource held by every character that covers total (standard) healing available, with gold only modifying the application of the healing resource. This means that a specific ration of healers to fighters isn't required - the healing resource sits with the healed character, not with the cleric, and the cleric/leader just acts as a "catalyst" that enables the resource to be used. This solves the "clerics using all their spells/resources to heal" problem, the "someone has to play the cleric" problem and the "if healing is unlimited it gets boring" problem all in one fell swoop - without lumping (yet another) resource issue into the "you buy it with gold" basket.
- Give information about the enemies to be faced and the (potential) battle terrain,
- Allow the PCs to pick their direction of attack/location of defence,
- Allow the party to avoid a combat entirely, if they don't want to fight and are willing to give up whatever winning the combat might facilitate,
- Give the party surprise, and
- Render the opposing monsters minions rather than standard monsters, as they are taken completely off-guard.
This way, the encounter remains a meaningful challenge overall, but success in the pre-combat preparation and planning can make the actual fight itself much more of a formality.
Sunday, 7th October, 2012, 05:20 PM #49
Guide (Lvl 11)
I like using random encounters too (although at times I don't roll for them randomly). Since combats with some creatures don't take too long, a random (or not so random/auxillary) encounter can help further the story and push the PCs along.
If I think that the PCs are lingering somewhere too long, or if I want to subtly suggest that they check out one area or move away from another area, I may have 2 or 3 Orcs, Skeletons, Zombies, etc. shamble down the hall or open up a door ahead of them. Since these combats will be short work, I don't hesitate to use them to enhance the game.
Monday, 8th October, 2012, 07:12 AM #50
Enchanter (Lvl 12)
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