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I don't get the dislike of healing surges
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<blockquote data-quote="Crazy Jerome" data-source="post: 5700015" data-attributes="member: 54877"><p>Just a little thought exercise: Start with 3.5 (or 3E or PF or even Arcana Evolved, I'm not picky). Decide that you want to entirely remove "save or die", and almost entirely remove "save or suck". Decide what kind of pacing you want in combat, how intricate you want it to be, how long you want it to take. Take a good shot at it. Playtest it. Release it into the wild. </p><p> </p><p>I practically guarantee that you'll miss either the pacing or the time targets, and probably both. And this will have almost nothing to do with how much or what kind of healing is availabe in or out of combat. If you radically overcompensate towards simple rules, fast combat, and don't care about the pacing, I might be wrong about healing--but you'll have other issues due to that radical shift.</p><p> </p><p>Once it has been out awhile, adjust. You'll get pretty close to what you wanted. A lot of people that don't like your design goals will not like your healing paradigm, no matter what it is. The comparative lack of save and die/suck will be ignored due to its absense in your ruleset.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5700015, member: 54877"] Just a little thought exercise: Start with 3.5 (or 3E or PF or even Arcana Evolved, I'm not picky). Decide that you want to entirely remove "save or die", and almost entirely remove "save or suck". Decide what kind of pacing you want in combat, how intricate you want it to be, how long you want it to take. Take a good shot at it. Playtest it. Release it into the wild. I practically guarantee that you'll miss either the pacing or the time targets, and probably both. And this will have almost nothing to do with how much or what kind of healing is availabe in or out of combat. If you radically overcompensate towards simple rules, fast combat, and don't care about the pacing, I might be wrong about healing--but you'll have other issues due to that radical shift. Once it has been out awhile, adjust. You'll get pretty close to what you wanted. A lot of people that don't like your design goals will not like your healing paradigm, no matter what it is. The comparative lack of save and die/suck will be ignored due to its absense in your ruleset. [/QUOTE]
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I don't get the dislike of healing surges
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