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Changing the Combat Parameters of 4th Edition
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<blockquote data-quote="Myrhdraak" data-source="post: 7016664" data-attributes="member: 6694190"><p>I think this is what I am trying to establish the effect of by simulating things. If I compare to 5th Edition every character have 4 HS, and they only regain 2 of these HS after and extended rest. Drawback with this is that every character becomes the same. I like that 4th Edition have various roles in combat, and therefore embrace that they should be different for different classes. However, we can alwasy question the amount they have. A high-level fighter can have as many as 18 HS at Epic levels, which means he have not nine-lives like a cat, but at least 5 lives in a day. You could either take two paths here, one would be to cut HS values to half (that would at least get some none-defenders into a similar healing capability as in 5th Edition, while the defenders, would cut their ability down to maybe 4 lives in a day (at Epic levels). The other approach is to make Healing Surges into something that can be used for other things than just healing (Vitality Points as AbdulAlhazred have called them previously). My preference is the later as we then get into what D&D is really all about (as a game system) - resource management. Healing Surges become a finite resource that can be used for healing, but also other things. You as a player will have to weight the risk of combat vs. utility use of them.</p></blockquote><p></p>
[QUOTE="Myrhdraak, post: 7016664, member: 6694190"] I think this is what I am trying to establish the effect of by simulating things. If I compare to 5th Edition every character have 4 HS, and they only regain 2 of these HS after and extended rest. Drawback with this is that every character becomes the same. I like that 4th Edition have various roles in combat, and therefore embrace that they should be different for different classes. However, we can alwasy question the amount they have. A high-level fighter can have as many as 18 HS at Epic levels, which means he have not nine-lives like a cat, but at least 5 lives in a day. You could either take two paths here, one would be to cut HS values to half (that would at least get some none-defenders into a similar healing capability as in 5th Edition, while the defenders, would cut their ability down to maybe 4 lives in a day (at Epic levels). The other approach is to make Healing Surges into something that can be used for other things than just healing (Vitality Points as AbdulAlhazred have called them previously). My preference is the later as we then get into what D&D is really all about (as a game system) - resource management. Healing Surges become a finite resource that can be used for healing, but also other things. You as a player will have to weight the risk of combat vs. utility use of them. [/QUOTE]
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