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Healing in Combat
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<blockquote data-quote="Kraydak" data-source="post: 5962814" data-attributes="member: 12306"><p>Except it doesn't actually play out that way if the novaeing resources are limited enough. Players just plain don't want to call the expedition after every encounter with 3 orcs. Of course, this means that there have to be plenty of non-extreme encounters, and "boss" fights can't assume that the party is topped off unless they get advanced warning and the opportunity to rest. The 15 minute work day first showed up in 3e, which took a *much* more plentiful approach to PC resources. This is natural: more resources means encounters need to be scarier which means that players need to be topped off for each encounter. Drastically scale back the PC resources, scale back the encounters and PCs go longer on a single tank. Of course, it helps if the PCs have a *few* Potions of Extra Healing in the bags, just in case they accidentally trip a scary encounter when they are a bit depleted. But only as an emergency stash.</p><p></p><p>It is counter-intuitive, but if you want to avoid the 15 minute work day, or heal-bot clerics, the correct approach is fewer, rather than more, resources. And those resources should come with opportunity cost (no Heal+Other action abilities). It lets everyone step *back* from the PC-DM escalation cliff, and means that not every encounter needs to be a set-piece battle to be worth running (if the PCs start every encounter at full resources, then there is very little room between boring and boss).</p><p></p><p>Accordingly, I am strongly in favor of nixing the Herbalist theme!</p></blockquote><p></p>
[QUOTE="Kraydak, post: 5962814, member: 12306"] Except it doesn't actually play out that way if the novaeing resources are limited enough. Players just plain don't want to call the expedition after every encounter with 3 orcs. Of course, this means that there have to be plenty of non-extreme encounters, and "boss" fights can't assume that the party is topped off unless they get advanced warning and the opportunity to rest. The 15 minute work day first showed up in 3e, which took a *much* more plentiful approach to PC resources. This is natural: more resources means encounters need to be scarier which means that players need to be topped off for each encounter. Drastically scale back the PC resources, scale back the encounters and PCs go longer on a single tank. Of course, it helps if the PCs have a *few* Potions of Extra Healing in the bags, just in case they accidentally trip a scary encounter when they are a bit depleted. But only as an emergency stash. It is counter-intuitive, but if you want to avoid the 15 minute work day, or heal-bot clerics, the correct approach is fewer, rather than more, resources. And those resources should come with opportunity cost (no Heal+Other action abilities). It lets everyone step *back* from the PC-DM escalation cliff, and means that not every encounter needs to be a set-piece battle to be worth running (if the PCs start every encounter at full resources, then there is very little room between boring and boss). Accordingly, I am strongly in favor of nixing the Herbalist theme! [/QUOTE]
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