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<blockquote data-quote="5ekyu" data-source="post: 7279405" data-attributes="member: 6919838"><p>Jgsugden. Nothing is at all imbalancing in scenarios where it is not needed. The exact same "tell a story without threat of damage" blah blah can be used to support a catnip that does 50 hp of damage cuz in scenarios or challenges that don't feature damage done, that is not a problem at all. </p><p></p><p>Nothing in any game needs to be balanced for when its not needed. </p><p></p><p>Also, if in your game you want to structure things so your pcs start every battle refreshed, you already could because the thing you have the most impact on and control over is the rest of the world so how often pcs are driven into recovery challenge is almost completely you. Just have most stories feature plenty of downtime between threats and you are good.</p><p></p><p>You do not need a massive heal spell to let your characters always fight spring fresh. Did not before XGTE, don't after. In fact, in that kind of game, that spell would likely not be used. Why slot OOC healing if we never have OOC healing woes?</p><p></p><p>Elements matter and elements need to be balanced for a game for circumstances where they matter. The big difference this new spell provides for GM who want OOC recovery to play a role that is noticeable as an aspect of challenge is that it cuts that recovery for HP down from 1 hour SR once a day to 1 minute of OOC time with multiple uses, quite a few. </p><p></p><p>That drastically changes the risk trade off for refresh. That drastically reduced the loss of time challenge trade off and makes time pressure need to be much more contrived - we cannot wait 10 rounds vs we cannot wait an hour.</p><p></p><p>So, short version is as I said in an earlier post, for any game where recovery is supposed to be a part of the challenge, this won't matter. But for games more in line with anything close to their "adventuring day" structure or where recovery pressure is meant to be a thing, it is a rather huge change. </p><p></p><p>Prior to this spell, I had not seen lots of feedback crying for more resource returns more quickly - that it was too hard to stay alive. Quite the opposite. </p><p></p><p>As such, pushing this spell as fine and working as intended seems a significant surprise and in the wrong direction.</p><p></p><p>I wonder, if a spell recharged an expended slot per round for 10 rounds had been introduced if everybody would be all "that's fine, having casters full every fight is better" too. </p><p></p><p>Sent from my VS995 using <a href="http://r.tapatalk.com/byo?rid=93205" target="_blank">EN World mobile app</a></p></blockquote><p></p>
[QUOTE="5ekyu, post: 7279405, member: 6919838"] Jgsugden. Nothing is at all imbalancing in scenarios where it is not needed. The exact same "tell a story without threat of damage" blah blah can be used to support a catnip that does 50 hp of damage cuz in scenarios or challenges that don't feature damage done, that is not a problem at all. Nothing in any game needs to be balanced for when its not needed. Also, if in your game you want to structure things so your pcs start every battle refreshed, you already could because the thing you have the most impact on and control over is the rest of the world so how often pcs are driven into recovery challenge is almost completely you. Just have most stories feature plenty of downtime between threats and you are good. You do not need a massive heal spell to let your characters always fight spring fresh. Did not before XGTE, don't after. In fact, in that kind of game, that spell would likely not be used. Why slot OOC healing if we never have OOC healing woes? Elements matter and elements need to be balanced for a game for circumstances where they matter. The big difference this new spell provides for GM who want OOC recovery to play a role that is noticeable as an aspect of challenge is that it cuts that recovery for HP down from 1 hour SR once a day to 1 minute of OOC time with multiple uses, quite a few. That drastically changes the risk trade off for refresh. That drastically reduced the loss of time challenge trade off and makes time pressure need to be much more contrived - we cannot wait 10 rounds vs we cannot wait an hour. So, short version is as I said in an earlier post, for any game where recovery is supposed to be a part of the challenge, this won't matter. But for games more in line with anything close to their "adventuring day" structure or where recovery pressure is meant to be a thing, it is a rather huge change. Prior to this spell, I had not seen lots of feedback crying for more resource returns more quickly - that it was too hard to stay alive. Quite the opposite. As such, pushing this spell as fine and working as intended seems a significant surprise and in the wrong direction. I wonder, if a spell recharged an expended slot per round for 10 rounds had been introduced if everybody would be all "that's fine, having casters full every fight is better" too. Sent from my VS995 using [URL=http://r.tapatalk.com/byo?rid=93205]EN World mobile app[/URL] [/QUOTE]
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