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Healing Outside of Combat
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<blockquote data-quote="DracoSuave" data-source="post: 4730264" data-attributes="member: 71571"><p>Here's the problem. You want your cake -and- eat it too. There is a time cost to taking more time to heal with less surges. It is -not- automaticly better. As a DM, you can have certain adventures where taking more time leads to a worse outcome for the players. In cases where it doesn't matter, you can reward the players by requiring less surges.</p><p></p><p>In -both- cases, the decision is up to you, and the group. Now both are simple by any -real- standard in comparison to other systems used in the past. </p><p></p><p>The thing is, you -can- please both camps, and the way to do so is by creating decision points that enable either camp to go the direction they like. If you want 'short and simple' then reward taking less time. If you want to reward players for taking their time, then you do so.</p><p></p><p>In either case, you, as the DM, have the power to influence and affect the game you want through the application of rewarding the behavior that best suits your game.</p><p></p><p>Handing groups the power within the rules to do this is -good- design, not bad design. Just because -you- want your group to follow one decision point doesn't mean that it is appropriate for -all groups- or even <em>the same group in different circumstances.</em></p><p></p><p>This is one of those things that rewards groups for going with the way -they- want, and that is not a bad thing. Games should reward players for having fun, not punish them for not following what a subset of the player group deems is acceptable for their group.</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 4730264, member: 71571"] Here's the problem. You want your cake -and- eat it too. There is a time cost to taking more time to heal with less surges. It is -not- automaticly better. As a DM, you can have certain adventures where taking more time leads to a worse outcome for the players. In cases where it doesn't matter, you can reward the players by requiring less surges. In -both- cases, the decision is up to you, and the group. Now both are simple by any -real- standard in comparison to other systems used in the past. The thing is, you -can- please both camps, and the way to do so is by creating decision points that enable either camp to go the direction they like. If you want 'short and simple' then reward taking less time. If you want to reward players for taking their time, then you do so. In either case, you, as the DM, have the power to influence and affect the game you want through the application of rewarding the behavior that best suits your game. Handing groups the power within the rules to do this is -good- design, not bad design. Just because -you- want your group to follow one decision point doesn't mean that it is appropriate for -all groups- or even [I]the same group in different circumstances.[/I] This is one of those things that rewards groups for going with the way -they- want, and that is not a bad thing. Games should reward players for having fun, not punish them for not following what a subset of the player group deems is acceptable for their group. [/QUOTE]
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Healing Outside of Combat
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