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Healing in Combat
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<blockquote data-quote="Chris_Nightwing" data-source="post: 5961878" data-attributes="member: 882"><p>There have been some interesting ideas put forward. I've latched on to one question though - how deadly should any individual encounter be?</p><p></p><p>Should it be that each encounter could potentially kill someone? Can you provide enough tension and/or fun if an encounter simply wears you down rather than maybe seriously injures you? My simulationist hat (which is most frequently on my head) says that, really, monsters should do a decent amount of damage and there should be enough of them that they aren't sitting ducks. This brings up armour as DR - a concept I have no difficulty with. You would still be getting hit and taking damage, but it wouldn't be very much. Again though, I would want it to swing both ways.</p><p></p><p>I remember in 3E there was a statement along the lines of 'an encounter of the correct CR for the party should consume 20% of their resources'. Is this the right balance, or should we turn it down to 10%? My statistician hat says that depends on the shape and width of the distribution - and prefers a lower average with a wider base, so a given encounter might use 1% of your resources, or up to 20%, but most of the time 10%.</p><p></p><p>I am now definitely set on having no clerical healing that is entirely in addition to your normal hit dice healing. This means that extra healing should be available through a background, a theme, by some generic means, and that specific clerical healing should enhance normal healing rather than replace it. As I said in my original post - whatever means of healing exist should be available to all characters; the right kind of clerics get this power as a magical option, for free.</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 5961878, member: 882"] There have been some interesting ideas put forward. I've latched on to one question though - how deadly should any individual encounter be? Should it be that each encounter could potentially kill someone? Can you provide enough tension and/or fun if an encounter simply wears you down rather than maybe seriously injures you? My simulationist hat (which is most frequently on my head) says that, really, monsters should do a decent amount of damage and there should be enough of them that they aren't sitting ducks. This brings up armour as DR - a concept I have no difficulty with. You would still be getting hit and taking damage, but it wouldn't be very much. Again though, I would want it to swing both ways. I remember in 3E there was a statement along the lines of 'an encounter of the correct CR for the party should consume 20% of their resources'. Is this the right balance, or should we turn it down to 10%? My statistician hat says that depends on the shape and width of the distribution - and prefers a lower average with a wider base, so a given encounter might use 1% of your resources, or up to 20%, but most of the time 10%. I am now definitely set on having no clerical healing that is entirely in addition to your normal hit dice healing. This means that extra healing should be available through a background, a theme, by some generic means, and that specific clerical healing should enhance normal healing rather than replace it. As I said in my original post - whatever means of healing exist should be available to all characters; the right kind of clerics get this power as a magical option, for free. [/QUOTE]
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