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<blockquote data-quote="AbdulAlhazred" data-source="post: 5856864" data-attributes="member: 82106"><p>There is really a significant difference between 3e and 4e though. In 3e the CLW wand is, at least for the purposes of the current adventure, effectively an infinite resource. 4e PC's healing surges are NOT infinite. They aren't even close to it. I see PCs down to or below their last surge quite often, pretty much in every adventure. Now, maybe the backrank warlock who put all his resources into being hard to hit and was shadow walking EVERY round for 5 levels didn't suffer from that too often, but just say 'stirge' around him and you'll find out real quick about the times it did. I could have easily beat on him more, but he liked playing that way and most monsters were happy enough to go beat on someone else with weaker defenses most of the time.</p><p></p><p>My point is I have yet to see 'damage irrelevancy' in 4e. I think its quite possible to reduce the incidence of healing further, and I think moving in that direction would be fine. I just think that you certainly did not have traps being irrelevant as some people would like to make it out as. Losing hit points was not just some incidental thing you brushed off. You might not be panicked because you lost 5 hit points, but you better pay attention or pretty soon you'll be imitating a certain rogue in my game who recently discovered that healing don't work so good when you have 0 surges... (the paladin obliged him, he survived, barely. The party went out of its way to get the paladin a Cloak of the Walking Wounded right after that to make sure she could soak damage all the time, lol).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5856864, member: 82106"] There is really a significant difference between 3e and 4e though. In 3e the CLW wand is, at least for the purposes of the current adventure, effectively an infinite resource. 4e PC's healing surges are NOT infinite. They aren't even close to it. I see PCs down to or below their last surge quite often, pretty much in every adventure. Now, maybe the backrank warlock who put all his resources into being hard to hit and was shadow walking EVERY round for 5 levels didn't suffer from that too often, but just say 'stirge' around him and you'll find out real quick about the times it did. I could have easily beat on him more, but he liked playing that way and most monsters were happy enough to go beat on someone else with weaker defenses most of the time. My point is I have yet to see 'damage irrelevancy' in 4e. I think its quite possible to reduce the incidence of healing further, and I think moving in that direction would be fine. I just think that you certainly did not have traps being irrelevant as some people would like to make it out as. Losing hit points was not just some incidental thing you brushed off. You might not be panicked because you lost 5 hit points, but you better pay attention or pretty soon you'll be imitating a certain rogue in my game who recently discovered that healing don't work so good when you have 0 surges... (the paladin obliged him, he survived, barely. The party went out of its way to get the paladin a Cloak of the Walking Wounded right after that to make sure she could soak damage all the time, lol). [/QUOTE]
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