GX.Sigma
Adventurer
I think it's pretty great. I guess they can't please everyone.And, as a default, I think it's pretty bad.
I think it's pretty great. I guess they can't please everyone.And, as a default, I think it's pretty bad.
I think it's pretty great. I guess they can't please everyone.
Okay? I'm aware I'm not everyone and I wasn't speaking for you.I think it's pretty great. I guess they can't please everyone.
Yeah, I prefer a design that allows you to do all of that and other, interesting stuff.YMMV on this one, to me Next is killling the viability of the healbot, swift and ranged healing should be something to strive for at higher levels, not the baseline, basically turning something that was a fun and interesting reward for higher levels into a chore, basically sucking away all of the fun. (Taking risks, running to shield a fallen teammate before time runs out, all of it taken away, you don't feel heroic at all when all you have to do is sneeze and your ally is suddenly safe.) At least the baseline stated by Mearls allows for a healing spell out of combat to mean something, though IMO that isn't exactly enough.
Sure, it's entirely likely there will be plenty of modules.[MENTION=11821]Obryn[/MENTION]
Which is why the below will likely be base options
To enable heroic play, you could choose to have a quick hit point refresh option in your game.
You could use an option that allows for healing without magic, which supports low- or no-magic campaigns. This option would also allow you to play without a cleric, druid, bard, or other healing class.
What's wrong with this being the baseline, though? Will it make the adventures less compatible with other play styles?Sure, it's entirely likely there will be plenty of modules.
I started down this thread because I think the default actually does matter, no matter how modular the game gets. And not in an abstract "blessing" sense, but in a pragmatic, "this is the baseline when adventures will be written," sense.
-O
Sure, it's entirely likely there will be plenty of modules.
I started down this thread because I think the default actually does matter, no matter how modular the game gets. And not in an abstract "blessing" sense, but in a pragmatic, "this is the baseline when adventures will be written," sense.
-O
I already explained why I don't like it as the baseline, above.What's wrong with this being the baseline, though? Will it make the adventures less compatible with other play styles?
You say that you don't like it as the default because it will affect how adventures are written. How would adventures be written if the default was different, and why would that be better?I already explained why I don't like it as the baseline, above.
I don't know what you're driving at here.
-O
It affects pacing and difficulty. The baseline drives both, while designing an adventure. If frequent trips to town are necessary, if "pressing on" is either more or less deadly, etc.You say that you don't like it as the default because it will affect how adventures are written. How would adventures be written if the default was different, and why would that be better?