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3rd Edition Revisited - Better play with the power of hindsight?
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<blockquote data-quote="Edgar Ironpelt" data-source="post: 9364756" data-attributes="member: 32075"><p>Players really want to bring their characters back to full hit points after each encounter. When I'm a player, <em>I</em> want my PC back to full hit points after each encounter. To paraphrase Dickens, if a DM wants the party to regularly have encounters when they're down on hit points, "Then the DM is an ass, an idiot." So I'm willing to go with the flow of cheap & abundant wands of Cure Light Wounds, unless I'm willing to provide even cheaper alternatives. I'm even willing to contemplate a house-rule use of the Heal skill to routinely bring characters back toward full hit points, thus committing the blasphemy of effective non-magical healing.</p><p></p><p>More generally, my view is that non-magical things, and even certain magic things, should not be per-day resources to manage. Spells should be special in being per-day resources because that's a major balance limitation for them - and it takes away from it limiting spells when things like Barbarian Rage or even Clerical Undead Turning are made into per-day abilities too. Making them per-encounter instead of per-day is just a band aid applied over a self-inflicted injury. </p><p></p><p>As an aside, I've noticed that on-line fora like this one skew heavily GM-centric. Elements criticized for being "problems" or making the game "less fun" are very often things that only do so from the GMs point of view, rather than being problems or fun drains from the players point of view. E.g. those belts of healing </p><p></p><p>GM: Healing belts are cheap and make it so you're always at full hit points when combat starts!</p><p>Players: Yes, that's their up-side. What's the down side again?</p></blockquote><p></p>
[QUOTE="Edgar Ironpelt, post: 9364756, member: 32075"] Players really want to bring their characters back to full hit points after each encounter. When I'm a player, [I]I[/I] want my PC back to full hit points after each encounter. To paraphrase Dickens, if a DM wants the party to regularly have encounters when they're down on hit points, "Then the DM is an ass, an idiot." So I'm willing to go with the flow of cheap & abundant wands of Cure Light Wounds, unless I'm willing to provide even cheaper alternatives. I'm even willing to contemplate a house-rule use of the Heal skill to routinely bring characters back toward full hit points, thus committing the blasphemy of effective non-magical healing. More generally, my view is that non-magical things, and even certain magic things, should not be per-day resources to manage. Spells should be special in being per-day resources because that's a major balance limitation for them - and it takes away from it limiting spells when things like Barbarian Rage or even Clerical Undead Turning are made into per-day abilities too. Making them per-encounter instead of per-day is just a band aid applied over a self-inflicted injury. As an aside, I've noticed that on-line fora like this one skew heavily GM-centric. Elements criticized for being "problems" or making the game "less fun" are very often things that only do so from the GMs point of view, rather than being problems or fun drains from the players point of view. E.g. those belts of healing GM: Healing belts are cheap and make it so you're always at full hit points when combat starts! Players: Yes, that's their up-side. What's the down side again? [/QUOTE]
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