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*Pathfinder & Starfinder
Cloak of the Walking Wounded
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<blockquote data-quote="Mengu" data-source="post: 5225795" data-attributes="member: 65726"><p>Cloak of the Walking Wound is all right for a melee dwarf. It's okay for a warden, or for someone who tries to use their second wind for other benefits such as Inspiring Fortitude. But there are many better options.</p><p></p><p>It's upgrade Amulet of Life is a bit more useful since you can trigger it when your leader heals you, rather than having to waste an action.</p><p></p><p>I can't imagine this item making it a problem for me as a DM. For one, as others have said, if they are blowing through surges, then they will likely be taxed elsewhere (more on this later). But more importantly, there is the opportunity cost. Some neck items are pretty nice to have for certain characters. A Cleric probably doesn't want to give up a Healer's Brooch, and a Barbarian isn't going to give up his Badge of the Berserker. If I was a melee rogue, you would need to decapitate me to remove my Amulet of Physical Resolve. Also if you are the back line wizard or Warlock who rarely gets bloodied, there is really not much point for this sort of item.</p><p></p><p>It lets a defender not go down for an extra round. That really doesn't seem quite so bad.</p><p></p><p>I don't understand how your defenders can have enough surges to spend 6-7 per encounter in 3 encounters. If they spend 2 it means, they needed it because they were going to continue to get beat on. If the leader heals them once, that's another surge. If they end the encounter at half their bloodied value, they will need 3 more surges to heal up at the end of the encounter. That's 6 surges. Either they won't last 3 encounters, or if they are not getting beat on after they use their 2 surges, they didn't really need the item to begin with.</p><p></p><p>PC's are supposed to defeat encounters. Whether they end the encounter at a quarter of their hit points or unconscious, or they end the encounter at full hit points is pretty irrelevant.</p><p></p><p>And for what it's worth, consistently running 3 encounters a day seems a little too predictable, and makes resource management a little too easy. I've done up to 7 combat encounters and 2-3 skill challenges in one adventuring day, and those are usually the more memorable days. I've also been in adventures where throughout the day we went through an endurance skill challenge which would cost us surges, while also dealing with 3 or so encounters, and by the time you reach the last encounter, things can become pretty dicey.</p><p></p><p>Also if your PC's are pretty efficient at killing things so they don't take much damage from monsters, you can always consider increasing the damage monsters deal, and throw in some more or bigger ongoing damage, or use monsters that drain healing surges such as Wights, or poison traps and the like that can sap a healing surge.</p><p></p><p>And you don't always have to challenge everyone. Sometimes you do crazy stuff to the front line defender. One time I had the defender run up and mark three wights, guess how many surges that defender had left at the end of the fight. Sometimes, you sneak from behind with a lurker, to teach the wizard a lesson with a Darkmantle. Sometimes you take an opportune moment to beat up on the rogue running him down to 1-2 surges in one encounter.</p><p></p><p>This cloak (or its kin) should not be a detriment to challenging PC's. It's a decent item, but everyone in a group with the item seems very inefficient to me.</p></blockquote><p></p>
[QUOTE="Mengu, post: 5225795, member: 65726"] Cloak of the Walking Wound is all right for a melee dwarf. It's okay for a warden, or for someone who tries to use their second wind for other benefits such as Inspiring Fortitude. But there are many better options. It's upgrade Amulet of Life is a bit more useful since you can trigger it when your leader heals you, rather than having to waste an action. I can't imagine this item making it a problem for me as a DM. For one, as others have said, if they are blowing through surges, then they will likely be taxed elsewhere (more on this later). But more importantly, there is the opportunity cost. Some neck items are pretty nice to have for certain characters. A Cleric probably doesn't want to give up a Healer's Brooch, and a Barbarian isn't going to give up his Badge of the Berserker. If I was a melee rogue, you would need to decapitate me to remove my Amulet of Physical Resolve. Also if you are the back line wizard or Warlock who rarely gets bloodied, there is really not much point for this sort of item. It lets a defender not go down for an extra round. That really doesn't seem quite so bad. I don't understand how your defenders can have enough surges to spend 6-7 per encounter in 3 encounters. If they spend 2 it means, they needed it because they were going to continue to get beat on. If the leader heals them once, that's another surge. If they end the encounter at half their bloodied value, they will need 3 more surges to heal up at the end of the encounter. That's 6 surges. Either they won't last 3 encounters, or if they are not getting beat on after they use their 2 surges, they didn't really need the item to begin with. PC's are supposed to defeat encounters. Whether they end the encounter at a quarter of their hit points or unconscious, or they end the encounter at full hit points is pretty irrelevant. And for what it's worth, consistently running 3 encounters a day seems a little too predictable, and makes resource management a little too easy. I've done up to 7 combat encounters and 2-3 skill challenges in one adventuring day, and those are usually the more memorable days. I've also been in adventures where throughout the day we went through an endurance skill challenge which would cost us surges, while also dealing with 3 or so encounters, and by the time you reach the last encounter, things can become pretty dicey. Also if your PC's are pretty efficient at killing things so they don't take much damage from monsters, you can always consider increasing the damage monsters deal, and throw in some more or bigger ongoing damage, or use monsters that drain healing surges such as Wights, or poison traps and the like that can sap a healing surge. And you don't always have to challenge everyone. Sometimes you do crazy stuff to the front line defender. One time I had the defender run up and mark three wights, guess how many surges that defender had left at the end of the fight. Sometimes, you sneak from behind with a lurker, to teach the wizard a lesson with a Darkmantle. Sometimes you take an opportune moment to beat up on the rogue running him down to 1-2 surges in one encounter. This cloak (or its kin) should not be a detriment to challenging PC's. It's a decent item, but everyone in a group with the item seems very inefficient to me. [/QUOTE]
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