jmartkdr2
Hero
I'd make that one small edit, but otherwise I think that's actually the current consensus.Can we just sum up this discussion as "4Ehealingis best for a certain playstyle, but some people prefer other playstyles"?
I'd make that one small edit, but otherwise I think that's actually the current consensus.Can we just sum up this discussion as "4Ehealingis best for a certain playstyle, but some people prefer other playstyles"?
Can we just sum up this discussion as "4E healing is best for a certain playstyle, but some people prefer other playstyles"?
This in a nutshell. To make it bearable for people forced to do it, they made it very unfun for the people who loved to do it.
Sure, np.Might I ask, what are you playing at the moment? And how much of each edition did you play?
It's also obvious that the mechanics of the game are not your focus. There are people who's interaction with the game is more through the mechanics, and they notice things/play the game in ways that are quite different then yours...
Also, you are fundamentally painting my opinion in a bad light and doing some gatekeeping.
by defining a healer as "someone who wants to win" (IOW kill)
It is not a nice experience.
Now this is a severe oversimplification. It is not that I want to heal every single turn, but I expect most of the relevant things I do in a combat to be buff-heal-cure related.
Also that wand of CLW has never been an issue for me. That's what social contract is for, I make pretty clear that I'm playing a class that heals because I want to heal and going out of the way to get one is a vote of no confidence.
How much were the magic crafting rules used, though? That is, by people who didn't squawk about D&D online? In our games back then, the abundance of healing potions did cause some problems (so I limited their availability), but I never thought of crafting healsticks until reading flame wars about the issue on these boards (and decided to not mention the option to my players). My players never showed the crafting rules much interest at all.
I'm just genuinely wondering. Ive never heard of anyone actually using those rules in RL (which doesn't mean no one I've talked with didn't, just that it never came up in discussions about the game).
Did everyone reading this thread who played 3e for a significant amount of time use those rules?
To make it bearable for people forced to do it, they made it very unfun for the people who loved to do it.
The needs of the many out weigh the needs of the few??
If I could do it, I would want to use the 4e basic concept, with alot of 5e bolted on and a small bit of 2e and 3e...however i never manage ieither. r.There are so many mechanical aspects of 4E that really make it the superior game to me. It's sad that there's something about the simulationist aspects of 3E/5E that make them generally more widely liked systems.
I've been running a 5E game, and every time I design encounters I get sad and miss 4E.
I wish I could marry 5Es character presentation to 4Es mechanics and monsters, but every time I sit down to do a rewrite, I get lost.
That may be sacrificing fantasy tropes for a game issue instead of reconfiguring the game part. Basically I think brewing of potions and crafting of magic unctures is very common fantasy arguably healing is like the real world most common claimed magic and yes done with potions and crystals and muds and herbs and so on. Of course most of that healing could be seen as rituals to remove afflictions and disease rather than invigorating a roughed up hero.The fundamental problem is letting PCs craft items for cheap/easy.