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<blockquote data-quote="Mengu" data-source="post: 5892032" data-attributes="member: 65726"><p>Infinite daily healing is fine for me. I've played 3e games, where we basically had infinite healing via wands. It's not an alien concept for the game. So, after every encounter, you recover all your hit points, done.</p><p></p><p>Now, what resource do we want to rely on then, for simulating wear and tear? This is pretty easy for casters. Vancian, AEDU, or Power Point casters already have a mechanic in expendable daily resources. Paladins might have lay on hands 3 times per day, Barbarians may be able to rage 3 times per day, so there is something established for a number of other classes. Then we have to deal with the more difficult classes that a lot of people seem to have problems with AEDU (particularly the D), such as Fighters and Rogues. What resource might they have that is daily? Well, I think this one can be handled to somehow please at least part of the crowd. A fighter might be able to Second Wind as a free action during his turn, 3 times per day, but after that he is too tired to do it as a free action again. A rogue may be able to Dodge a hit 3 times per day, but after that he runs out of luck, or is too exhausted.</p><p></p><p>I picked 3 times randomly, it might be 2 times, it might be 5 times, it might be level dependent, or even DM dependent, whatever... </p><p></p><p>Here is what I want: I want DM's to be able to easily put together encounters. So as DM, I want to be able to assume PC's are going to start every encounter with the same number of hit points. This puts a lot less strain on the potential swing an encounter can have due to initiative, or how worn out the PC's are from previous encounters. I also want DM's to be able to determine the approximate length of the adventuring day. Some groups like to play 1 combat days, some groups like 2-4, some like 4-7, and sometimes it's a mix. I don't necessarily want to be strapped down by a system enforced limit on how much combat a group can handle in an adventuring day.</p><p></p><p>I also want to note, I think a heavy reliance on wand/potion healing is just a terrible idea as a system wide mechanic. Character wealth and magic items should not affect the system in such a crucial way. Do we want people to recover all their hit points between encounters? If the answer is yes, just make it so. Saying "yes, but only if your characters are wealthy enough, and your DM allows magic items" is just a needless hindrance.</p><p></p><p>Should there be healing potions in the game? Probably, but that discussion would need to take place after a solid non-magic item reliant healing system is in place.</p></blockquote><p></p>
[QUOTE="Mengu, post: 5892032, member: 65726"] Infinite daily healing is fine for me. I've played 3e games, where we basically had infinite healing via wands. It's not an alien concept for the game. So, after every encounter, you recover all your hit points, done. Now, what resource do we want to rely on then, for simulating wear and tear? This is pretty easy for casters. Vancian, AEDU, or Power Point casters already have a mechanic in expendable daily resources. Paladins might have lay on hands 3 times per day, Barbarians may be able to rage 3 times per day, so there is something established for a number of other classes. Then we have to deal with the more difficult classes that a lot of people seem to have problems with AEDU (particularly the D), such as Fighters and Rogues. What resource might they have that is daily? Well, I think this one can be handled to somehow please at least part of the crowd. A fighter might be able to Second Wind as a free action during his turn, 3 times per day, but after that he is too tired to do it as a free action again. A rogue may be able to Dodge a hit 3 times per day, but after that he runs out of luck, or is too exhausted. I picked 3 times randomly, it might be 2 times, it might be 5 times, it might be level dependent, or even DM dependent, whatever... Here is what I want: I want DM's to be able to easily put together encounters. So as DM, I want to be able to assume PC's are going to start every encounter with the same number of hit points. This puts a lot less strain on the potential swing an encounter can have due to initiative, or how worn out the PC's are from previous encounters. I also want DM's to be able to determine the approximate length of the adventuring day. Some groups like to play 1 combat days, some groups like 2-4, some like 4-7, and sometimes it's a mix. I don't necessarily want to be strapped down by a system enforced limit on how much combat a group can handle in an adventuring day. I also want to note, I think a heavy reliance on wand/potion healing is just a terrible idea as a system wide mechanic. Character wealth and magic items should not affect the system in such a crucial way. Do we want people to recover all their hit points between encounters? If the answer is yes, just make it so. Saying "yes, but only if your characters are wealthy enough, and your DM allows magic items" is just a needless hindrance. Should there be healing potions in the game? Probably, but that discussion would need to take place after a solid non-magic item reliant healing system is in place. [/QUOTE]
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