Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Can you get too much healing?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AbdulAlhazred" data-source="post: 4732188" data-attributes="member: 82106"><p>I think all the people that are suggesting that THE answer is to make adventures a clock race or a gauntlet are missing the point. Lets consider this from a standpoint of the campaign as a whole.</p><p></p><p>Lets say basically it takes around 6 encounters to level up. So maybe 2 weeks per level if you play every week. You can go through a tier in around 3-5 months. Now lets further figure an adventure may carry you through anything from 1 to 4 levels, maybe a bit more, maybe a few are even shorter. Probably 3 adventures per tier seems like a good general rule of thumb. Now you can run a gauntlet one time, and a clock race another time, but probably not all of any one adventure is going to be either one, so at MOST you might make 50% of encounters part of a time constraint. </p><p></p><p>Lets assume you can reuse a given ploy in some form every tier, which isn't too bad. Doing so more often then that starts to get pretty stale. So basically these kinds of suggestions don't solve the problem. On top of that they kind of limit the DMs options for plot lines as well. There still needs to be a more general fix.</p><p></p><p>As for why these particular players are eating up such an abundance of HS, there are a few things to consider. First of all they might use less if they switched to different feats or MC powers. Probably won't make a HUGE difference except at really low levels, but that may help to explain it, the players are making a choice, more healing vs more offense and defense. </p><p></p><p>Secondly not every group is made up of a bunch of tactical charop geniuses that are into number crunching there way to decimating every N+3 encounter with hardly a scratch. It may come as a revelation to most of the posters on this board, but the VAST majority of D&D players are not of that type, and they find even N level encounters fairly challenging. If the rules are basically structured and the adventures are basically structured such that those players have NO HOPE of playing successfully, then I submit that is a serious design flaw in the game. Frankly I think it IS a serious problem with 4e, the game is overly tactical. It is great that it CAN be that tactical, but other types of players are just as deserving of their candy too.</p><p></p><p>Finally, suppose CapnZapp's crew learns to use a bunch less HS per encounter? I don't see where that suddenly solves the problem. This is an issue where the rules, if used in a certain way, allow a party to nova. 4e was supposed to put a real crimp on novas, and if it fails to do that, then that too is a design flaw.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 4732188, member: 82106"] I think all the people that are suggesting that THE answer is to make adventures a clock race or a gauntlet are missing the point. Lets consider this from a standpoint of the campaign as a whole. Lets say basically it takes around 6 encounters to level up. So maybe 2 weeks per level if you play every week. You can go through a tier in around 3-5 months. Now lets further figure an adventure may carry you through anything from 1 to 4 levels, maybe a bit more, maybe a few are even shorter. Probably 3 adventures per tier seems like a good general rule of thumb. Now you can run a gauntlet one time, and a clock race another time, but probably not all of any one adventure is going to be either one, so at MOST you might make 50% of encounters part of a time constraint. Lets assume you can reuse a given ploy in some form every tier, which isn't too bad. Doing so more often then that starts to get pretty stale. So basically these kinds of suggestions don't solve the problem. On top of that they kind of limit the DMs options for plot lines as well. There still needs to be a more general fix. As for why these particular players are eating up such an abundance of HS, there are a few things to consider. First of all they might use less if they switched to different feats or MC powers. Probably won't make a HUGE difference except at really low levels, but that may help to explain it, the players are making a choice, more healing vs more offense and defense. Secondly not every group is made up of a bunch of tactical charop geniuses that are into number crunching there way to decimating every N+3 encounter with hardly a scratch. It may come as a revelation to most of the posters on this board, but the VAST majority of D&D players are not of that type, and they find even N level encounters fairly challenging. If the rules are basically structured and the adventures are basically structured such that those players have NO HOPE of playing successfully, then I submit that is a serious design flaw in the game. Frankly I think it IS a serious problem with 4e, the game is overly tactical. It is great that it CAN be that tactical, but other types of players are just as deserving of their candy too. Finally, suppose CapnZapp's crew learns to use a bunch less HS per encounter? I don't see where that suddenly solves the problem. This is an issue where the rules, if used in a certain way, allow a party to nova. 4e was supposed to put a real crimp on novas, and if it fails to do that, then that too is a design flaw. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Can you get too much healing?
Top