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General Tabletop Discussion
*Pathfinder & Starfinder
April 3rd, Rule of 3
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<blockquote data-quote="Sunseeker" data-source="post: 5873003"><p>As I go on to point out, healing surges play into very fantasy concepts like "second winds". </p><p></p><p>Sure, if we play the 15-minute workday, a party doesn't need a healer, but for a lot of settings that just...doesn't work. </p><p></p><p>Let me go back to my WoW example for a moment.</p><p>I can adventure around the world all day and never need a healer. While this can take up a lot of my time, the vast majority of it is a 15-minute workday with a huge emphasis on exploration and socialization. To venture into the dragon's lair? That I need a healer for. To fight the giant earth elemental? Need a healer. Even if I pull together some of the best melee players in the game, without <em>some</em> form of healing, we're not going to get very far.</p><p></p><p>Sure, an all-fighter party can "play smart" and be careful, and not fight too much, but I am going to argue that will water down the whole game a lot more than having some self-healing does. Personally I think dragging around a guy who's only job, whose only capability is to heal you is a lot more genre damaging than any of that! I really do think that on the whole, any combination of players and classes should be able to succeed without the Holy Trinity(video game term, directly relates here). I do not think that games need to be specially tailored in order for a healer-less party to succeed.</p><p>EX: the damage output of a party of wizards should compensate for their low health and rather easy kills.</p><p>-the damage avoidance and survivability of a party of fighters should compensate for their low damage.</p><p>-the avoidance and skill of rogue-types should compensate for their lower defenses and moderate damage.</p><p></p><p>Even if we take the Holy Trinity party design as a baseline, we should be able to reasonably substitute higher damage, higher survivability, and greater ingenuity for a party healer. </p><p></p><p>Again, I'm going to reference LOTR, which <em>so</em> many people on this board seem to hold as the epitome of a D&D game. No party healers. One instance of needing a healer, constant battle jumping, minimal magic, personal-awesomeness miraculous recovery. That's what Healing Surges really represent, personal awesomeitude, 4e may have run a little too far with the concept, but the ideal remains a good one, and one exemplified by <em>many</em> books/tv shows/movies/comics dealing with the fantasy genre.</p><p></p><p>Any party makeup should reliably be able to accomplish the same tasks if they are played to their strengths.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 5873003"] As I go on to point out, healing surges play into very fantasy concepts like "second winds". Sure, if we play the 15-minute workday, a party doesn't need a healer, but for a lot of settings that just...doesn't work. Let me go back to my WoW example for a moment. I can adventure around the world all day and never need a healer. While this can take up a lot of my time, the vast majority of it is a 15-minute workday with a huge emphasis on exploration and socialization. To venture into the dragon's lair? That I need a healer for. To fight the giant earth elemental? Need a healer. Even if I pull together some of the best melee players in the game, without [I]some[/I] form of healing, we're not going to get very far. Sure, an all-fighter party can "play smart" and be careful, and not fight too much, but I am going to argue that will water down the whole game a lot more than having some self-healing does. Personally I think dragging around a guy who's only job, whose only capability is to heal you is a lot more genre damaging than any of that! I really do think that on the whole, any combination of players and classes should be able to succeed without the Holy Trinity(video game term, directly relates here). I do not think that games need to be specially tailored in order for a healer-less party to succeed. EX: the damage output of a party of wizards should compensate for their low health and rather easy kills. -the damage avoidance and survivability of a party of fighters should compensate for their low damage. -the avoidance and skill of rogue-types should compensate for their lower defenses and moderate damage. Even if we take the Holy Trinity party design as a baseline, we should be able to reasonably substitute higher damage, higher survivability, and greater ingenuity for a party healer. Again, I'm going to reference LOTR, which [I]so[/I] many people on this board seem to hold as the epitome of a D&D game. No party healers. One instance of needing a healer, constant battle jumping, minimal magic, personal-awesomeness miraculous recovery. That's what Healing Surges really represent, personal awesomeitude, 4e may have run a little too far with the concept, but the ideal remains a good one, and one exemplified by [I]many[/I] books/tv shows/movies/comics dealing with the fantasy genre. Any party makeup should reliably be able to accomplish the same tasks if they are played to their strengths. [/QUOTE]
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April 3rd, Rule of 3
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