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Can you get too much healing?
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<blockquote data-quote="mneme" data-source="post: 4737442" data-attributes="member: 59248"><p>And potentially Adventurer's Vault "healing surge" items. And the clerical heals. </p><p></p><p>What would you do if the entire party were dwarves, after all?</p><p></p><p></p><p></p><p>A lot, actually, for classes that rely on dailys -- barbarians, wizards, etc. They deal.</p><p></p><p>I think a lot of this discussion relies on your unwillingness to kill characters off, frankly.</p><p></p><p>The game you're setting up -- what appears to be "the monsters mob the party, the party heals and damages the monster, repeat until tpk or all the monsters are dead" is, IMO, a trap. It's a fundamentally boring option, and one that can't be made interesting no matter how you tweak the numbers.</p><p></p><p>What you -want- is a situation where instead, you have "the monsters move around and try to put the characters into deadly peril. The party tries to prevent this. If the monsters succeed, they get to kill someone; if the party succeeds, keeping the monsters from clumping up, then the party will survive without killing someone". The game isn't about the overall accumulation of game, nor is the excitement -- it's about positioning and threat. If the monsters win the positioning game -- even if they haven't gotten anywhere -near- exausting the party's resources, they should likely get to kill somoene -- but the party, most of the time, should be able to prevent this. But you have to be willing to kill someone in one turn to make this work -- it's how you make the game exciting! Be mean!</p></blockquote><p></p>
[QUOTE="mneme, post: 4737442, member: 59248"] And potentially Adventurer's Vault "healing surge" items. And the clerical heals. What would you do if the entire party were dwarves, after all? A lot, actually, for classes that rely on dailys -- barbarians, wizards, etc. They deal. I think a lot of this discussion relies on your unwillingness to kill characters off, frankly. The game you're setting up -- what appears to be "the monsters mob the party, the party heals and damages the monster, repeat until tpk or all the monsters are dead" is, IMO, a trap. It's a fundamentally boring option, and one that can't be made interesting no matter how you tweak the numbers. What you -want- is a situation where instead, you have "the monsters move around and try to put the characters into deadly peril. The party tries to prevent this. If the monsters succeed, they get to kill someone; if the party succeeds, keeping the monsters from clumping up, then the party will survive without killing someone". The game isn't about the overall accumulation of game, nor is the excitement -- it's about positioning and threat. If the monsters win the positioning game -- even if they haven't gotten anywhere -near- exausting the party's resources, they should likely get to kill somoene -- but the party, most of the time, should be able to prevent this. But you have to be willing to kill someone in one turn to make this work -- it's how you make the game exciting! Be mean! [/QUOTE]
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Can you get too much healing?
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