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<blockquote data-quote="JamesonCourage" data-source="post: 5759826" data-attributes="member: 6668292"><p>Sounds good to me, then <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p>Got it. Thanks for the 4e clarification, that helps slightly.</p><p></p><p></p><p>I'd like there to be. Or, I'd like some ideas on why it is. Or some guidelines.</p><p></p><p></p><p>Fluff-wise, for sure. Mechanically, I'm not sure how it's actually closer.</p><p></p><p></p><p>But the feel is so much different. Some people prefer healing surges, some prefer healing spells. I'm the latter. On the infinite healing note, though, in my game you can overchanneling healing (use it at-will, basically), although it converts the damage to nonlethal and fatigues you. I'm not against a conversion or some such other safeguard to prevent infinite healing, though at high levels I haven't seen infinite healing as much of a problem. Definitely changes the feel of the game, though (like when my players are able to provide themselves with all the wealth they'll ever need).</p><p></p><p></p><p>Non-magical instant healing, really. Or, non-magical instant healing of actual physical wounds (the "other" HP pool I mentioned could be an HP pool of fate, luck, stamina, morale, etc., and could potentially be restored non-magically depending on table interpretation of that pool).</p><p></p><p></p><p>Yep, agree with these. The skill challenge system might be interesting to me, but not as implemented (I'm currently working on my own take, but it's not an easy task. It definitely might have roots in 4e, but is certainly not the same as it is now. Goes to show that I'm at least open to the idea, if I felt it was mechanically sound). </p><p></p><p></p><p>Thanks for the very productive and civil reply. I feel good adding to this thread. As always, play what you like <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5759826, member: 6668292"] Sounds good to me, then :) Got it. Thanks for the 4e clarification, that helps slightly. I'd like there to be. Or, I'd like some ideas on why it is. Or some guidelines. Fluff-wise, for sure. Mechanically, I'm not sure how it's actually closer. But the feel is so much different. Some people prefer healing surges, some prefer healing spells. I'm the latter. On the infinite healing note, though, in my game you can overchanneling healing (use it at-will, basically), although it converts the damage to nonlethal and fatigues you. I'm not against a conversion or some such other safeguard to prevent infinite healing, though at high levels I haven't seen infinite healing as much of a problem. Definitely changes the feel of the game, though (like when my players are able to provide themselves with all the wealth they'll ever need). Non-magical instant healing, really. Or, non-magical instant healing of actual physical wounds (the "other" HP pool I mentioned could be an HP pool of fate, luck, stamina, morale, etc., and could potentially be restored non-magically depending on table interpretation of that pool). Yep, agree with these. The skill challenge system might be interesting to me, but not as implemented (I'm currently working on my own take, but it's not an easy task. It definitely might have roots in 4e, but is certainly not the same as it is now. Goes to show that I'm at least open to the idea, if I felt it was mechanically sound). Thanks for the very productive and civil reply. I feel good adding to this thread. As always, play what you like :) [/QUOTE]
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