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General Tabletop Discussion
*Pathfinder & Starfinder
Can you get too much healing?
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<blockquote data-quote="Doctor Proctor" data-source="post: 4735965" data-attributes="member: 78547"><p>I don't feel like responding to whole wall 'o text there, but this right here is at the core of the issue. No matter how much people multiclass, it only gives them a once per day healing power. So, if you have a party of 5 with 1 Cleric and 4 guys MCing to get a healing power, you have access to 6 heals in an encounter. If you do that though, you just burned through everything you have for the day, save for the recharging 2 heals per encounter the Cleric has. So, with that, they're pretty much done if the next encounter is going to be the same difficulty.</p><p></p><p>Now, if the encounters were NOT that hard, and you were designing them to have to have 4 encounters per day, things change. They can afford to spend about one daily heal per encounter, with any encounters that they don't need it for being "easy" ones that let them save up a little for the "hard" encounter at the end. Or the middle, or wherever you want it <em>besides</em> the beginning. Combine that one daily heal per encounter with the 2/encounter that the Cleric has and you'll now only be seeing 3 heals (give or take) per encounter.</p><p></p><p>Because the PC's know that there will be later encounters, they'll try to conserve healing as much as possible. You'll see more PC's getting down into the bloodied range, or dropping entirely. You'll start seeing death saves more frequently and you'll be seeing a lot of hard decision making when it comes to needing to either burn your Standard to stabilize someone, attack the last enemy to try and end the encounter or burn your daily heal to try and save the guy that's failed two death saves.</p><p></p><p>By going against the design paradigm of 4e you've created this situation that allows for the healing nova. But now because you're seeing the healing nova, you see the normal 4e design as impossibly easy because you expect your players to just nova when they get into trouble. Thing is, they can't nova if they're going to be doing more than one encounter per day, which is what you need to get them away from. As long as you're going with the one encounter per day model you'll be seeing this sort of nova effect. If it's not healing surges, it'll be non-surge healing (there is <em>some</em> things that do that, they're just less common). Or you'll be seeing a lot of magic items with daily powers that they go nova with. It won't change the equation because you're not changing the encounter design, you're just tying their hands to try and control how they go through them.</p></blockquote><p></p>
[QUOTE="Doctor Proctor, post: 4735965, member: 78547"] I don't feel like responding to whole wall 'o text there, but this right here is at the core of the issue. No matter how much people multiclass, it only gives them a once per day healing power. So, if you have a party of 5 with 1 Cleric and 4 guys MCing to get a healing power, you have access to 6 heals in an encounter. If you do that though, you just burned through everything you have for the day, save for the recharging 2 heals per encounter the Cleric has. So, with that, they're pretty much done if the next encounter is going to be the same difficulty. Now, if the encounters were NOT that hard, and you were designing them to have to have 4 encounters per day, things change. They can afford to spend about one daily heal per encounter, with any encounters that they don't need it for being "easy" ones that let them save up a little for the "hard" encounter at the end. Or the middle, or wherever you want it [I]besides[/I] the beginning. Combine that one daily heal per encounter with the 2/encounter that the Cleric has and you'll now only be seeing 3 heals (give or take) per encounter. Because the PC's know that there will be later encounters, they'll try to conserve healing as much as possible. You'll see more PC's getting down into the bloodied range, or dropping entirely. You'll start seeing death saves more frequently and you'll be seeing a lot of hard decision making when it comes to needing to either burn your Standard to stabilize someone, attack the last enemy to try and end the encounter or burn your daily heal to try and save the guy that's failed two death saves. By going against the design paradigm of 4e you've created this situation that allows for the healing nova. But now because you're seeing the healing nova, you see the normal 4e design as impossibly easy because you expect your players to just nova when they get into trouble. Thing is, they can't nova if they're going to be doing more than one encounter per day, which is what you need to get them away from. As long as you're going with the one encounter per day model you'll be seeing this sort of nova effect. If it's not healing surges, it'll be non-surge healing (there is [I]some[/I] things that do that, they're just less common). Or you'll be seeing a lot of magic items with daily powers that they go nova with. It won't change the equation because you're not changing the encounter design, you're just tying their hands to try and control how they go through them. [/QUOTE]
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Can you get too much healing?
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