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Combat Change: Reducing the power of healing
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<blockquote data-quote="Stalker0" data-source="post: 5015888" data-attributes="member: 5889"><p>One interesting thing about 4e optimization, healing can actually be one of the strongest abilities a party has. So much so that it can be a challenge to wear down a parties hitpoints. Whether you feel healing in 4e is strong or not is another debate, but if you do, here are some ideas to systematically reduce the effect of healing.</p><p></p><p>Note: Each option can be used together, or mix and match the ones you like.</p><p></p><p><span style="font-size: 18px"><strong>Option 1: Reduce surge healing.</strong></span></p><p></p><p><strong>A healing surge returns 1/5 of a character total hitpoints, not 1/4.</strong></p><p><em>Comment: </em> The math on this is easy to calculate, and it has a small but noticeable effect on healing that tends to scale as levels get higher (which is generally where the power of healing is most felt).</p><p></p><p></p><p></p><p><span style="font-size: 18px"><strong>Option 2: Reduce Leader Healing.</strong></span></p><p></p><p><strong>Each Leader's healing ability is reduced by 1 step.</strong></p><p><em>Cleric</em>: Heals a surge at 1st (+wis for class ability), 1d6 + surge at 6th, etc.</p><p><em>Warlord</em>: Heals a surge at 1st, 1d6+surge at 6th, etc.</p><p><em>Bard</em>: Heals a surge at 1st, surge + cha mod at 6th, surge + cha mod + 1d6 at 11th, etc.</p><p><em>Shaman</em>: Heals a surge at 1st (no one else is healed). Gains the spirit companion healing at 6th.</p><p><em>Artificer</em>: Gains +wisdom to healing at 6th, wisdom +2 at 11th, etc.</p><p></p><p>Note: Assume for sake of argument that leaders are provided something to compensate them for a weakened class ability. We aren't trying to nerf the class outright, just the healing part.</p><p></p><p><em>Comments:</em> This is one of the bigger changes. It reduces the main source of healing for most parties, and it reduces the healing gap between parties with a leader and those without. Once again, remember to assume leaders get something to compensate for this, we don't want to nerf the class.</p><p></p><p></p><p><span style="font-size: 18px"><strong>Option 3: Healing below 0</strong></span></p><p></p><p><em>Version 1:</em> A character below 0 who receives healing is brought up to 1 hitpoint (regardless of the amount healed).</p><p></p><p><em>Version 2: </em> A character below 0 who receives healing is stabilized. Stabilized characters who receive healing start at 0, and then heal the amount received.</p><p></p><p><em>Version 3: </em> A character below 0 who recieves healing gets an immediate death saving throw with a +10 bonus.</p><p></p><p><em>Comments:</em> Option 3 is the scalpel of this house rule, it has a big impact on a small section of combat. Version 1 says that once a player is in danger, he may stay in danger even with healing. Healing can bring a character back into the fight but it won't make him healthy.</p><p></p><p>Version 2 utilizes the most teamwork. Characters can use multiple heals, or combine a heal with a heal check to get the normal healing benefit. It takes more work to bring a person back, but you get the normal benefit.</p><p></p><p>Version 3 works with the death saving throw mechanic and brings more randomness to healing. If a character rolls a 10 or better on the save then he gets to spend a healing surge and gets back in the fight. If he doesn't, well you just wasted healing. Either way, the person only gets a surge back, not the full heal.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 5015888, member: 5889"] One interesting thing about 4e optimization, healing can actually be one of the strongest abilities a party has. So much so that it can be a challenge to wear down a parties hitpoints. Whether you feel healing in 4e is strong or not is another debate, but if you do, here are some ideas to systematically reduce the effect of healing. Note: Each option can be used together, or mix and match the ones you like. [SIZE="5"][B]Option 1: Reduce surge healing.[/B][/SIZE] [B]A healing surge returns 1/5 of a character total hitpoints, not 1/4.[/B] [I]Comment: [/I] The math on this is easy to calculate, and it has a small but noticeable effect on healing that tends to scale as levels get higher (which is generally where the power of healing is most felt). [SIZE="5"][B]Option 2: Reduce Leader Healing.[/B][/SIZE] [B]Each Leader's healing ability is reduced by 1 step.[/B] [I]Cleric[/I]: Heals a surge at 1st (+wis for class ability), 1d6 + surge at 6th, etc. [I]Warlord[/I]: Heals a surge at 1st, 1d6+surge at 6th, etc. [I]Bard[/I]: Heals a surge at 1st, surge + cha mod at 6th, surge + cha mod + 1d6 at 11th, etc. [I]Shaman[/I]: Heals a surge at 1st (no one else is healed). Gains the spirit companion healing at 6th. [I]Artificer[/I]: Gains +wisdom to healing at 6th, wisdom +2 at 11th, etc. Note: Assume for sake of argument that leaders are provided something to compensate them for a weakened class ability. We aren't trying to nerf the class outright, just the healing part. [I]Comments:[/I] This is one of the bigger changes. It reduces the main source of healing for most parties, and it reduces the healing gap between parties with a leader and those without. Once again, remember to assume leaders get something to compensate for this, we don't want to nerf the class. [SIZE="5"][B]Option 3: Healing below 0[/B][/SIZE] [I]Version 1:[/I] A character below 0 who receives healing is brought up to 1 hitpoint (regardless of the amount healed). [I]Version 2: [/I] A character below 0 who receives healing is stabilized. Stabilized characters who receive healing start at 0, and then heal the amount received. [I]Version 3: [/I] A character below 0 who recieves healing gets an immediate death saving throw with a +10 bonus. [I]Comments:[/I] Option 3 is the scalpel of this house rule, it has a big impact on a small section of combat. Version 1 says that once a player is in danger, he may stay in danger even with healing. Healing can bring a character back into the fight but it won't make him healthy. Version 2 utilizes the most teamwork. Characters can use multiple heals, or combine a heal with a heal check to get the normal healing benefit. It takes more work to bring a person back, but you get the normal benefit. Version 3 works with the death saving throw mechanic and brings more randomness to healing. If a character rolls a 10 or better on the save then he gets to spend a healing surge and gets back in the fight. If he doesn't, well you just wasted healing. Either way, the person only gets a surge back, not the full heal. [/QUOTE]
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Combat Change: Reducing the power of healing
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