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General Tabletop Discussion
D&D Older Editions
Healing and combat tension between 4e and Next
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<blockquote data-quote="ZombieRoboNinja" data-source="post: 6027034" data-attributes="member: 54843"><p>Well, this part is an easy fix - add 2 or 3 to monster attack bonuses (as many have suggested) and buff monster hp a bit. As a rule of thumb I'd say give 20-50% bonus hp to anything with at least 10hp (no point in buffing minions, since making them go squish is half the fun).</p><p></p><p>Mearls mentioned that pc damage is a bit high right now; Buffing monster hp seems a good way to counter that.</p><p></p><p>The bigger structural issue is whether healing should take a full action from a healer (cleric/Druid/etc). I agree that this is bad action economy UNLESS the heals are big enough that they negate a lot of enemy whittling. But that itself requires high enough hp values that a cleric can wait a few turns while everyone beats on the tank and then heal him up to near full.</p><p></p><p>I think the ideal here might be that the cleric can use a weaker attack+heal option to top off lower-hp allies who start taking damage, and also have full action heals to restore big chunks of hp when absolutely necessary. I just wish this were possible without using up all the cleric's slots on Cure X Wounds for the big heals.</p></blockquote><p></p>
[QUOTE="ZombieRoboNinja, post: 6027034, member: 54843"] Well, this part is an easy fix - add 2 or 3 to monster attack bonuses (as many have suggested) and buff monster hp a bit. As a rule of thumb I'd say give 20-50% bonus hp to anything with at least 10hp (no point in buffing minions, since making them go squish is half the fun). Mearls mentioned that pc damage is a bit high right now; Buffing monster hp seems a good way to counter that. The bigger structural issue is whether healing should take a full action from a healer (cleric/Druid/etc). I agree that this is bad action economy UNLESS the heals are big enough that they negate a lot of enemy whittling. But that itself requires high enough hp values that a cleric can wait a few turns while everyone beats on the tank and then heal him up to near full. I think the ideal here might be that the cleric can use a weaker attack+heal option to top off lower-hp allies who start taking damage, and also have full action heals to restore big chunks of hp when absolutely necessary. I just wish this were possible without using up all the cleric's slots on Cure X Wounds for the big heals. [/QUOTE]
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Healing and combat tension between 4e and Next
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