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Advice: Overpowered Abilities
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<blockquote data-quote="abirdcall" data-source="post: 7480553" data-attributes="member: 6748898"><p>That is a lot and certainly not standard. That makes for 12-18 encounters per long rest (or more as you said minimum). Fighters, Rogues, etc. will be the stars of the show.</p><p></p><p></p><p></p><p>You are comparing a feat to a 2nd level spell. That's a ridiculous comparison.</p><p></p><p></p><p></p><p>You are completely ignoring the effect out of combat. You can cast it in combat to keep everyone at 1 hp, then heal everyone to full after. Or you could just cast it after combat to heal everyone to full. It's not the 1d6/round that is the problem, it's abusing the wording to get 1d6 for every character. I also just wouldn't want to play at a table that abuses rules like that anyway but that is something else entirely.</p><p></p><p></p><p></p><p>Healing kits don't recover hp.</p><p></p><p></p><p></p><p>Some people in this thread assume an endless supply of healing potions which I find absurd. Sometimes the party is going to be a long time between towns. Most towns aren't going to have an endless supply either, maybe a few at most. Large cities would have many, but again not and endless amount. </p><p></p><p>This is a big cost too if using downtime rules or even if not. Gold can have a huge effect on a campaign, whether there is a set cost for something in the book or not.</p><p></p><p></p><p></p><p>HD requires a short rest, which you said at your table happens 'after 4-6 encounters, minimum'</p><p></p><p></p><p></p><p>What is 'letting it be'? </p><p></p><p>And why is it not just simpler to not let it be abused? This is the question that no one can answer. It is a clear outlier both for 2nd level spells and for healing. It invalidates Life Clerics, Lay on Hands, Second Wind, etc.</p></blockquote><p></p>
[QUOTE="abirdcall, post: 7480553, member: 6748898"] That is a lot and certainly not standard. That makes for 12-18 encounters per long rest (or more as you said minimum). Fighters, Rogues, etc. will be the stars of the show. You are comparing a feat to a 2nd level spell. That's a ridiculous comparison. You are completely ignoring the effect out of combat. You can cast it in combat to keep everyone at 1 hp, then heal everyone to full after. Or you could just cast it after combat to heal everyone to full. It's not the 1d6/round that is the problem, it's abusing the wording to get 1d6 for every character. I also just wouldn't want to play at a table that abuses rules like that anyway but that is something else entirely. Healing kits don't recover hp. Some people in this thread assume an endless supply of healing potions which I find absurd. Sometimes the party is going to be a long time between towns. Most towns aren't going to have an endless supply either, maybe a few at most. Large cities would have many, but again not and endless amount. This is a big cost too if using downtime rules or even if not. Gold can have a huge effect on a campaign, whether there is a set cost for something in the book or not. HD requires a short rest, which you said at your table happens 'after 4-6 encounters, minimum' What is 'letting it be'? And why is it not just simpler to not let it be abused? This is the question that no one can answer. It is a clear outlier both for 2nd level spells and for healing. It invalidates Life Clerics, Lay on Hands, Second Wind, etc. [/QUOTE]
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