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Realism vs. Believability and the Design of HPs, Powers and Other Things
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<blockquote data-quote="Gorgoroth" data-source="post: 5895209" data-attributes="member: 6674889"><p><strong>.</strong></p><p></p><p>"The Wand of Cure Light Wounds does not take "a lot of time" to craft. It takes one day. If that's a lot of time in your games, I wonder that the PCs even have time to sleep. As for the cost? Under 400GP to craft? When a +1 sword is over 2000GP to buy?"</p><p></p><p>To me, this is merely a question of "Do we want cure light wounds to be craftable in a wand at such a wholesale price"...to which the answer must be a resounding No. If anything, it kills off clerics just as much as healing surges do. Let's make clerics reflavorable and fun to play, including combat, with whatever weapons their deities favor, and we can move on from there.</p><p></p><p>Rebalancing magic item creation costs must be done in any edition...hopefully they'll learn from that too. I didn't really agree with, say, Iron Armbands benefitting rangers twice as much as any other class for the same price (they should be 1 arm armbands. Want the damage benefit on both attacks? Buy two. This also kills the bird of "no other arm item slot for magic shields in S+B fighters, who'd also love to have armbands buff their sword arm). </p><p></p><p>There are a lot of good innovations in 4e, but we know where work needs to be done. Another example, to reply to NeonChameleon:</p><p></p><p>"But they aren't. They aren't back at full until their healing surges are restored. They are just able to function effectively, having been bandaged and having had their wounds stop bleeding. (Now the one night of rest issue is a genuine one). A bandaged wound isn't the same as a healed wound but it's a lot less of an inconvenience than an unbandaged one, especially to an action hero."</p><p></p><p>This skirts my other main point, that a level 1 hero with ten surges has over 100hp to soak up each and every day. This is more HP than almost any other character I've played, except for a level 10 synthesist in PF that was waaaay OP and nearly unkillable. Our Warden in our 4e campaign started acting so reckless and challenging the DM to drop him. He used his "when you go under 0hp"-triggered revival daily utility power, only once in two years, and that was on purpose.</p><p></p><p>There's a difference between action hero and Superman. If a wizard feels like superman (our wizard too, never spent his entire allowed surges in two years of gameplay), Houston, we have a problem.</p></blockquote><p></p>
[QUOTE="Gorgoroth, post: 5895209, member: 6674889"] [b].[/b] "The Wand of Cure Light Wounds does not take "a lot of time" to craft. It takes one day. If that's a lot of time in your games, I wonder that the PCs even have time to sleep. As for the cost? Under 400GP to craft? When a +1 sword is over 2000GP to buy?" To me, this is merely a question of "Do we want cure light wounds to be craftable in a wand at such a wholesale price"...to which the answer must be a resounding No. If anything, it kills off clerics just as much as healing surges do. Let's make clerics reflavorable and fun to play, including combat, with whatever weapons their deities favor, and we can move on from there. Rebalancing magic item creation costs must be done in any edition...hopefully they'll learn from that too. I didn't really agree with, say, Iron Armbands benefitting rangers twice as much as any other class for the same price (they should be 1 arm armbands. Want the damage benefit on both attacks? Buy two. This also kills the bird of "no other arm item slot for magic shields in S+B fighters, who'd also love to have armbands buff their sword arm). There are a lot of good innovations in 4e, but we know where work needs to be done. Another example, to reply to NeonChameleon: "But they aren't. They aren't back at full until their healing surges are restored. They are just able to function effectively, having been bandaged and having had their wounds stop bleeding. (Now the one night of rest issue is a genuine one). A bandaged wound isn't the same as a healed wound but it's a lot less of an inconvenience than an unbandaged one, especially to an action hero." This skirts my other main point, that a level 1 hero with ten surges has over 100hp to soak up each and every day. This is more HP than almost any other character I've played, except for a level 10 synthesist in PF that was waaaay OP and nearly unkillable. Our Warden in our 4e campaign started acting so reckless and challenging the DM to drop him. He used his "when you go under 0hp"-triggered revival daily utility power, only once in two years, and that was on purpose. There's a difference between action hero and Superman. If a wizard feels like superman (our wizard too, never spent his entire allowed surges in two years of gameplay), Houston, we have a problem. [/QUOTE]
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