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Healing in Combat
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<blockquote data-quote="Herremann the Wise" data-source="post: 5961824" data-attributes="member: 11300"><p>What you are trying to do though is limit the need for in-combat healing and push it to out-of-combat healing in the form of rituals as quite a few seem to prefer. I think you need to ratchet down the challenge of an encounter though to reflect this core change in attitude regarding combat and diving into the negatives. This is due to the challenge being staying out of the negatives rather than just avoid death.</p><p></p><p>Or perhaps it would encourage solving problems without using the combat first approach. I think the short rest mechanic as it stands is OK to keep a group up. What I'm suggesting though is a real attitude change from the 3e/4e series of combats mindset to a more careful use of resources, and avoiding combat unless it is truly necessary. A real case of picking your battles. XP for treasure encourages this attitude. Getting a standard amount of XP for a "section" of an adventure regardless of how many creatures you kill also encourages a goal-focused approach rather than a combat-focused approach. This obviously isn't to everyone's taste but just some ideas to throw into the mix.</p><p></p><p>I don't think you need to create a death spiral. Just the attitude that if you go down, you're probably not getting back up unless the rest of the group can survive the encounter and give you some out-of-combat healing. Staying up becomes the challenge of a combat as much as defeating the opponents.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5961824, member: 11300"] What you are trying to do though is limit the need for in-combat healing and push it to out-of-combat healing in the form of rituals as quite a few seem to prefer. I think you need to ratchet down the challenge of an encounter though to reflect this core change in attitude regarding combat and diving into the negatives. This is due to the challenge being staying out of the negatives rather than just avoid death. Or perhaps it would encourage solving problems without using the combat first approach. I think the short rest mechanic as it stands is OK to keep a group up. What I'm suggesting though is a real attitude change from the 3e/4e series of combats mindset to a more careful use of resources, and avoiding combat unless it is truly necessary. A real case of picking your battles. XP for treasure encourages this attitude. Getting a standard amount of XP for a "section" of an adventure regardless of how many creatures you kill also encourages a goal-focused approach rather than a combat-focused approach. This obviously isn't to everyone's taste but just some ideas to throw into the mix. I don't think you need to create a death spiral. Just the attitude that if you go down, you're probably not getting back up unless the rest of the group can survive the encounter and give you some out-of-combat healing. Staying up becomes the challenge of a combat as much as defeating the opponents. Best Regards Herremann the Wise [/QUOTE]
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