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Can you get too much healing?
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<blockquote data-quote="KidSnide" data-source="post: 4738869" data-attributes="member: 54710"><p>I agree with the idea that, when working properly, the healing limitation that matters in a given encounter is supposed to be running out of triggers, not running out of surges. The idea is that you burn through your encounter healing words and then have to choose between less effective potions and second winds or using a small supply of daily surge triggers. As your healing becomes less effective and/or more precious, the fight becomes more exciting. In an easy fight, the leader(s) just track who is bloodied and prop them back up. In a hard fight, they have to make hard choices like concentrating healing on the fighter by letting the archer ranger stay bloodied because he can keep himself out of melee.</p><p></p><p>That’s fun and good. But it involves a balance between encounter healing and daily healing. In the party design, you want enough encounter healing to make it through an easy fight. But, you also want a little daily healing so they can “reach back” when things get hairy.</p><p></p><p>But, because of your (IMO - perfectly reasonable) choice in adventure style, the inherent balance between daily and encounter healing is disrupted. If you’re only planning a couple fights per day, they daily healing is much better than in a “normal” distribution of encounters. One solution (noted several times on this thread) is to adopt the suggested distribution of encounters, but, for reasons you’ve said quite a few times, you don’t want to do that. </p><p></p><p>An alternative solution is simply to nerf daily healing a little bit. If splashing Cleric (or Warlord, or any other Leader) is so good in your game, it’s reasonable for you to scale it back a little. Either you can negotiate with your players so that they agree that only one or two players can have it, or you can reduce its effectiveness (with the goal of inducing one or two of them to drop the ability). You’ll have to manage the inter-personal aspects of that with your players, but you’re coming from a fair analysis. “This ability is better in our style of play than in most.”</p><p></p><p>As to healing surges, I’d probably do nothing. But, if you want, you could limit the effectiveness of using many healing surges in a given battle by having them heal one fewer hp every time they are used in a given fight. (I'm not sure how well that would work. I wouldn't suggest it as a general matter since it hurts the defenders more than most, but it might help solve your particular problem.) </p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 4738869, member: 54710"] I agree with the idea that, when working properly, the healing limitation that matters in a given encounter is supposed to be running out of triggers, not running out of surges. The idea is that you burn through your encounter healing words and then have to choose between less effective potions and second winds or using a small supply of daily surge triggers. As your healing becomes less effective and/or more precious, the fight becomes more exciting. In an easy fight, the leader(s) just track who is bloodied and prop them back up. In a hard fight, they have to make hard choices like concentrating healing on the fighter by letting the archer ranger stay bloodied because he can keep himself out of melee. That’s fun and good. But it involves a balance between encounter healing and daily healing. In the party design, you want enough encounter healing to make it through an easy fight. But, you also want a little daily healing so they can “reach back” when things get hairy. But, because of your (IMO - perfectly reasonable) choice in adventure style, the inherent balance between daily and encounter healing is disrupted. If you’re only planning a couple fights per day, they daily healing is much better than in a “normal” distribution of encounters. One solution (noted several times on this thread) is to adopt the suggested distribution of encounters, but, for reasons you’ve said quite a few times, you don’t want to do that. An alternative solution is simply to nerf daily healing a little bit. If splashing Cleric (or Warlord, or any other Leader) is so good in your game, it’s reasonable for you to scale it back a little. Either you can negotiate with your players so that they agree that only one or two players can have it, or you can reduce its effectiveness (with the goal of inducing one or two of them to drop the ability). You’ll have to manage the inter-personal aspects of that with your players, but you’re coming from a fair analysis. “This ability is better in our style of play than in most.” As to healing surges, I’d probably do nothing. But, if you want, you could limit the effectiveness of using many healing surges in a given battle by having them heal one fewer hp every time they are used in a given fight. (I'm not sure how well that would work. I wouldn't suggest it as a general matter since it hurts the defenders more than most, but it might help solve your particular problem.) -KS [/QUOTE]
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Can you get too much healing?
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