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Can you get too much healing?
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<blockquote data-quote="Doctor Proctor" data-source="post: 4752559" data-attributes="member: 78547"><p>I guess the major flaw I see in CapnZapp's argument is that it's only running out of surges that can endanger or kill a player. In the game I play, we've come very close to losing players on a couple occasions, but it was never because of low surges. The lowest we've ever gone was with me, the Fighter, when I was down to 2 surges (out of 12!) and we had just finished a series of 4 encounters that were pretty tough and left everyone else a little drained as well.</p><p></p><p>The main issue in terms of danger of dying is a lack of triggers. Or rather, a lack of usable triggers. If you have a party member on the other side of the enemy line, it doesn't matter how many healing potions you have or how good your heal skill is, because you can't get to him.</p><p></p><p>Now, in CapnZapp's group I understand that everyone MC'd Cleric in order to get more healing triggers, but those are severely limited. They're DAILY powers, which means that if you're forced to fall back on them that's your only use for the day. So with longer adventuring days one of two things will happen.</p><p></p><p>1) PC's will save their Daily triggers for "emergencies" only, the same way they do their other Daily powers. I'm not going to burn Villain's Menace on a level-1 Brute, so why I would burn a Daily heal to help out someone who's not even bloodied? I'm going to save it for when the Cleric is out of heals and the guy has two strikes on his death saves.</p><p></p><p>2) There won't be enough "emergencies" to justify the feat cost, and PC's will train out of it. I think this is the most likely scenario, since there's ALWAYS something more interesting to me than MCing Cleric or Warlord. I'd just rather have stuff like Toughness, Enlarged Dragon Breath, Grit, Dragonborn Frenzy, etc...</p></blockquote><p></p>
[QUOTE="Doctor Proctor, post: 4752559, member: 78547"] I guess the major flaw I see in CapnZapp's argument is that it's only running out of surges that can endanger or kill a player. In the game I play, we've come very close to losing players on a couple occasions, but it was never because of low surges. The lowest we've ever gone was with me, the Fighter, when I was down to 2 surges (out of 12!) and we had just finished a series of 4 encounters that were pretty tough and left everyone else a little drained as well. The main issue in terms of danger of dying is a lack of triggers. Or rather, a lack of usable triggers. If you have a party member on the other side of the enemy line, it doesn't matter how many healing potions you have or how good your heal skill is, because you can't get to him. Now, in CapnZapp's group I understand that everyone MC'd Cleric in order to get more healing triggers, but those are severely limited. They're DAILY powers, which means that if you're forced to fall back on them that's your only use for the day. So with longer adventuring days one of two things will happen. 1) PC's will save their Daily triggers for "emergencies" only, the same way they do their other Daily powers. I'm not going to burn Villain's Menace on a level-1 Brute, so why I would burn a Daily heal to help out someone who's not even bloodied? I'm going to save it for when the Cleric is out of heals and the guy has two strikes on his death saves. 2) There won't be enough "emergencies" to justify the feat cost, and PC's will train out of it. I think this is the most likely scenario, since there's ALWAYS something more interesting to me than MCing Cleric or Warlord. I'd just rather have stuff like Toughness, Enlarged Dragon Breath, Grit, Dragonborn Frenzy, etc... [/QUOTE]
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Can you get too much healing?
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