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Can you get too much healing?
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<blockquote data-quote="Shadowsong666" data-source="post: 4732118" data-attributes="member: 71808"><p>I don't get the point (well i do, but i think i don't want to - meh) here, really.</p><p>If the group specialized in getting as much healing power as possible let them use it! Just show them some guidelines from time to time. Really no need for a houserule here.</p><p></p><p>If they use too many healing surges tell them. May be they simply don't see the problem at all as your adventures are designed in a way that time does not matter. Make it matter!</p><p>Let adventures be time critical! Maybe they get send on a rescue mission to save the princess. The king can't pay the ransom and the big bad evil guy sent him a message that if there is no money flowing in 3 days the princess dies horribly and sent back in peaces. 3 days time - 1st day the party gets into the plot - 1/2 day for the travel to bad guys - 1 day time for the rescue - 1/2 day fleeing to safety. If they rest and don't accept the fact that there is no time for that - let the princess die - or lose an eye, ear, hand etc.... make them pay for their failings. And let this story get around in your world.... "oh, you are the group that.... no thank you. we will look for other heroes..."</p><p></p><p>Let travel get critical in missions defending a town, city, or even kingdom. The longer they need - the worse the outcome. They could have saved the city if they hadn't rested after the second battle - now the city has fallen and its their fault.</p><p></p><p>Introduce monsters that eat up healing surges and design your fights so that they need some healing surges, but not all of them in 2 fights. If they rest to fight the "endboss" with full power let them suffer for such a thing (if applicable) - add stuff so that at the end they used up all their healing surges and came out barely alive. After that - tell them that he got informed that a group of heroes was coming for him and he organized himself some backup. He wouldn't have had it if they wouldn't have taken a rest.</p><p></p><p>Use other forms of attacks - grabs, pushes and try to throw some PCs other a cliff. Healing doesn't help here - tactic does. </p><p>Or let the healer get dominated for some time and battle it out against his former allies - healing the enemies with all his powers... gets very bad for the group very fast. beware! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Just mix it up so that your group gets pounded but also gets the upper hand at the end. They are the heroes - never forget that. The goal needs to be that they win - but let the road to victory be mean and ugly and evil as nothing else. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Shadowsong666, post: 4732118, member: 71808"] I don't get the point (well i do, but i think i don't want to - meh) here, really. If the group specialized in getting as much healing power as possible let them use it! Just show them some guidelines from time to time. Really no need for a houserule here. If they use too many healing surges tell them. May be they simply don't see the problem at all as your adventures are designed in a way that time does not matter. Make it matter! Let adventures be time critical! Maybe they get send on a rescue mission to save the princess. The king can't pay the ransom and the big bad evil guy sent him a message that if there is no money flowing in 3 days the princess dies horribly and sent back in peaces. 3 days time - 1st day the party gets into the plot - 1/2 day for the travel to bad guys - 1 day time for the rescue - 1/2 day fleeing to safety. If they rest and don't accept the fact that there is no time for that - let the princess die - or lose an eye, ear, hand etc.... make them pay for their failings. And let this story get around in your world.... "oh, you are the group that.... no thank you. we will look for other heroes..." Let travel get critical in missions defending a town, city, or even kingdom. The longer they need - the worse the outcome. They could have saved the city if they hadn't rested after the second battle - now the city has fallen and its their fault. Introduce monsters that eat up healing surges and design your fights so that they need some healing surges, but not all of them in 2 fights. If they rest to fight the "endboss" with full power let them suffer for such a thing (if applicable) - add stuff so that at the end they used up all their healing surges and came out barely alive. After that - tell them that he got informed that a group of heroes was coming for him and he organized himself some backup. He wouldn't have had it if they wouldn't have taken a rest. Use other forms of attacks - grabs, pushes and try to throw some PCs other a cliff. Healing doesn't help here - tactic does. Or let the healer get dominated for some time and battle it out against his former allies - healing the enemies with all his powers... gets very bad for the group very fast. beware! ;) Just mix it up so that your group gets pounded but also gets the upper hand at the end. They are the heroes - never forget that. The goal needs to be that they win - but let the road to victory be mean and ugly and evil as nothing else. :D [/QUOTE]
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