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*Pathfinder & Starfinder
Can you get too much healing?
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<blockquote data-quote="Shadowsong666" data-source="post: 4732271" data-attributes="member: 71808"><p>I don't think there is THE answer to his problem. As a DM you need to find the answer yourself. You can only listen to other peoples ideas and try to come up with the solution for your group...</p><p></p><p>I got a paladin and a cleric in my group. The rest of the group was going MC cleric or warlord around 2nd level. They think that the more healing they have in their arsenal the better. There are times in the game the paladin or cleric can't heal - thats the point they use their powers to compensate. </p><p></p><p>But still - where is the problem? Let them compensate - thats why they took the MC they took. Let them use their abilities. Thats what players love to do - use their abilities - play their character...</p><p></p><p>Nearly every time my players get out of one encounter they lost some healing surges (around 1 or 2) and some are still bloodied. So normally we play around 3-4 encounters per game day (a game session is ~9-10hours long - once every other week) so they want a safe spot to rest from me - i deliver them one - game goes on. Not everytime - sometimes time is crucial and only half of the group can rest - the other can't because the rest gets interrupted early or some other thing. The game is not designed to make every encounter "a challenge to the max" but every encounter should weaken the group (rob a healing surge, cost a daily, potion etc. ) so that at the end the fight in the last encounter of the adventure gets a challenge to the death. Well, thats how i see it and how i want it to be. Letting every fight be tough as hell is just making the game feel worse and not letting heroes be heroes. Just puny little freaks who feel the same from level 1 to level 30.... bad mojo. <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><p></p><p>If my players would start losing more healing surges per encounter i would need to adjust. Have a look at the chars and figure out why. After that i could tell them or just adjust the encounters. Where is the problem? I mean - i can fudge dice rolls, drop an npc 20hp early or 50hp later... as long as it suites the game my players won't complain... if i design an encounter and it gets to heavy i simply make one or two creatues minions on the fly or let them do some stupid things (tactic wise) so that the problem gets less dramatic and gives players the possibility to turn the tide. </p><p></p><p>Most fun comes from scene description, letting your npcs come to life (even for a short time as one encounter) and giving players the opportunity to live the game and go in character as often as desired. Combat is part of it but its the part you can most easily access and edit.</p></blockquote><p></p>
[QUOTE="Shadowsong666, post: 4732271, member: 71808"] I don't think there is THE answer to his problem. As a DM you need to find the answer yourself. You can only listen to other peoples ideas and try to come up with the solution for your group... I got a paladin and a cleric in my group. The rest of the group was going MC cleric or warlord around 2nd level. They think that the more healing they have in their arsenal the better. There are times in the game the paladin or cleric can't heal - thats the point they use their powers to compensate. But still - where is the problem? Let them compensate - thats why they took the MC they took. Let them use their abilities. Thats what players love to do - use their abilities - play their character... Nearly every time my players get out of one encounter they lost some healing surges (around 1 or 2) and some are still bloodied. So normally we play around 3-4 encounters per game day (a game session is ~9-10hours long - once every other week) so they want a safe spot to rest from me - i deliver them one - game goes on. Not everytime - sometimes time is crucial and only half of the group can rest - the other can't because the rest gets interrupted early or some other thing. The game is not designed to make every encounter "a challenge to the max" but every encounter should weaken the group (rob a healing surge, cost a daily, potion etc. ) so that at the end the fight in the last encounter of the adventure gets a challenge to the death. Well, thats how i see it and how i want it to be. Letting every fight be tough as hell is just making the game feel worse and not letting heroes be heroes. Just puny little freaks who feel the same from level 1 to level 30.... bad mojo. :D If my players would start losing more healing surges per encounter i would need to adjust. Have a look at the chars and figure out why. After that i could tell them or just adjust the encounters. Where is the problem? I mean - i can fudge dice rolls, drop an npc 20hp early or 50hp later... as long as it suites the game my players won't complain... if i design an encounter and it gets to heavy i simply make one or two creatues minions on the fly or let them do some stupid things (tactic wise) so that the problem gets less dramatic and gives players the possibility to turn the tide. Most fun comes from scene description, letting your npcs come to life (even for a short time as one encounter) and giving players the opportunity to live the game and go in character as often as desired. Combat is part of it but its the part you can most easily access and edit. [/QUOTE]
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Can you get too much healing?
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