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*Pathfinder & Starfinder
Can you get too much healing?
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<blockquote data-quote="CapnZapp" data-source="post: 4737171" data-attributes="member: 12731"><p>Thanks for replying - I appreciate you're trying to help.</p><p></p><p>But maths goes only so far.</p><p></p><p>An encounter like the one you're talking about, where two defenders lose six surges each, is probably a memorable exciting encounter. The problem is that the game doesn't seem designed around memorable exciting encounters.</p><p></p><p>You're absolutely right in calculating that after this encounter the party will have used up most if not all their daily healing surge triggers.</p><p></p><p>However, what I don't see you realizing is that this means they have used up most of their Daily powers (if you include healing surge triggers), and indeed, the most valuable ones. </p><p></p><p>And unlike running out of daily powers, there are no lesser Encounter versions to fall back on. (Well, there is one. Second Wind. And there are healing potions. But compared to the minor action and added healing capacity of Healing Word, these powers seem second-rate at best. And they're much less flexible - they can't be used to trigger a surge on anyone).</p><p></p><p></p><p>As for the rest of your post, it all boils down to one thing: "add incentives not to rest". Yeah. I just wished I didn't have to because the choice to rest wasn't in the adventurers hands. </p><p></p><p></p><p>---</p><p></p><p></p><p>But one thought that have come out of this isn't if the healing is designed a bit wrong?</p><p></p><p>What if Second Wind (a trigger you can't share with others) was the most effective healing, and Healing Word (a trigger with a small time cost and incredible flexibility) healed the least?</p><p></p><p>In this way, a party that is stocking up on daily heals won't feel burned out as much for using them up.</p><p></p><p>In essence, making daily heals a "nice perk" rather than something you can't live without. </p><p></p><p>Much like Daily powers. Sure, they're the biggest guns, but how much bigger than encounter powers are they really? </p><p></p><p>In other words, the reason Wizards have succeeded in making Dailies a "nice perk" that you can live without is that the marginal value isn't too great.</p><p></p><p>So perhaps my solution is to shift the weight around, turning Healing Word into a "nice perk" and Second Wind into the main artillery?</p><p></p><p>Interesting... let's have a think, and possibly we can discuss this in a forked-off thread later! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4737171, member: 12731"] Thanks for replying - I appreciate you're trying to help. But maths goes only so far. An encounter like the one you're talking about, where two defenders lose six surges each, is probably a memorable exciting encounter. The problem is that the game doesn't seem designed around memorable exciting encounters. You're absolutely right in calculating that after this encounter the party will have used up most if not all their daily healing surge triggers. However, what I don't see you realizing is that this means they have used up most of their Daily powers (if you include healing surge triggers), and indeed, the most valuable ones. And unlike running out of daily powers, there are no lesser Encounter versions to fall back on. (Well, there is one. Second Wind. And there are healing potions. But compared to the minor action and added healing capacity of Healing Word, these powers seem second-rate at best. And they're much less flexible - they can't be used to trigger a surge on anyone). As for the rest of your post, it all boils down to one thing: "add incentives not to rest". Yeah. I just wished I didn't have to because the choice to rest wasn't in the adventurers hands. --- But one thought that have come out of this isn't if the healing is designed a bit wrong? What if Second Wind (a trigger you can't share with others) was the most effective healing, and Healing Word (a trigger with a small time cost and incredible flexibility) healed the least? In this way, a party that is stocking up on daily heals won't feel burned out as much for using them up. In essence, making daily heals a "nice perk" rather than something you can't live without. Much like Daily powers. Sure, they're the biggest guns, but how much bigger than encounter powers are they really? In other words, the reason Wizards have succeeded in making Dailies a "nice perk" that you can live without is that the marginal value isn't too great. So perhaps my solution is to shift the weight around, turning Healing Word into a "nice perk" and Second Wind into the main artillery? Interesting... let's have a think, and possibly we can discuss this in a forked-off thread later! :) [/QUOTE]
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Can you get too much healing?
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