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*Pathfinder & Starfinder
Can you get too much healing?
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<blockquote data-quote="Doctor Proctor" data-source="post: 4733333" data-attributes="member: 78547"><p>Then really, it's not the players that are the problem, it's you. You've created this need for a "healing nova" by forgoing the easier encounters in favor of only "interesting" ones. Since those "interesting" encounters are designed to create tension by being likely to drain HP, then the players are beefing up on healing to make sure that they survive.</p><p></p><p>Yeah, that's true. However, blowing Dailies does mean that things have been reduced. The problem is that when you're dealing with potentially lethal encounters that require all the healing you can muster, you're probably going to see a lot of PC's blow Dailies too. So, you end up with PC's expending both resources simultaneously, and then they need an extended rest.</p><p></p><p>This does nothing but punish players for something that you've created. Why invest in CON if it doesn't get you more surges? Why have multiple Leaders? Why use a Paladin ever, or at least, why invest in WIS as one since how many times per day you can use Lay on Hands no longer matters.</p><p></p><p></p><p>There already is an attrition mechanic, you just don't want to use it.</p><p></p><p>If you were creating a series of balanced encounters then attrition would happen naturally over time. Instead, you've apparently chosen to ignore that and go with encounters that are much harder and eat up a large portion of PC resources, and so your PC's compensated by increasing their resources (not surges themselves, but ways to actually access them and get a good amount of healing). So now you're going to artificially <em>decrease</em> that resource? Why? Are you purposefully <em>trying</em> to kill your players?</p><p></p><p>That's a serious question BTW. I'm not understanding what you're trying to accomplish here by ramping up difficulty without regards to the system balance, and then further messing with the system balance because your players are trying to adjust.</p><p></p><p>Also, what happens when things go bad for one player? Or one player doesn't use their surges? The party I'm in has two Clerics, and I'm the Fighter. I've actually eaten all 4 Healing Words in a single encounter before. I've also received 0, and had to rely on only my own Second Wind because other people needed the healing. If everyone has 3 surges though, you've eliminated the ability to distribute healing where needed, and you might as well just increase everyone's HP by the value of 3 surges and take healing out altogether, because it amounts to the same thing in the end.</p></blockquote><p></p>
[QUOTE="Doctor Proctor, post: 4733333, member: 78547"] Then really, it's not the players that are the problem, it's you. You've created this need for a "healing nova" by forgoing the easier encounters in favor of only "interesting" ones. Since those "interesting" encounters are designed to create tension by being likely to drain HP, then the players are beefing up on healing to make sure that they survive. Yeah, that's true. However, blowing Dailies does mean that things have been reduced. The problem is that when you're dealing with potentially lethal encounters that require all the healing you can muster, you're probably going to see a lot of PC's blow Dailies too. So, you end up with PC's expending both resources simultaneously, and then they need an extended rest. This does nothing but punish players for something that you've created. Why invest in CON if it doesn't get you more surges? Why have multiple Leaders? Why use a Paladin ever, or at least, why invest in WIS as one since how many times per day you can use Lay on Hands no longer matters. There already is an attrition mechanic, you just don't want to use it. If you were creating a series of balanced encounters then attrition would happen naturally over time. Instead, you've apparently chosen to ignore that and go with encounters that are much harder and eat up a large portion of PC resources, and so your PC's compensated by increasing their resources (not surges themselves, but ways to actually access them and get a good amount of healing). So now you're going to artificially [I]decrease[/I] that resource? Why? Are you purposefully [I]trying[/I] to kill your players? That's a serious question BTW. I'm not understanding what you're trying to accomplish here by ramping up difficulty without regards to the system balance, and then further messing with the system balance because your players are trying to adjust. Also, what happens when things go bad for one player? Or one player doesn't use their surges? The party I'm in has two Clerics, and I'm the Fighter. I've actually eaten all 4 Healing Words in a single encounter before. I've also received 0, and had to rely on only my own Second Wind because other people needed the healing. If everyone has 3 surges though, you've eliminated the ability to distribute healing where needed, and you might as well just increase everyone's HP by the value of 3 surges and take healing out altogether, because it amounts to the same thing in the end. [/QUOTE]
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Can you get too much healing?
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