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General Tabletop Discussion
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Combat Change: Reducing the power of healing
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<blockquote data-quote="Alex319" data-source="post: 5022729" data-attributes="member: 45678"><p>@DanmarLOK:</p><p></p><p>Isn't your suggestion basically what healing surges are? The only difference is that healing surges are binary (you either have some left in which case your healing is at full, or you don't). Your suggestion is to basically make the earlier healing surges worth more than the later healing surges, if I understand you correctly.</p><p></p><p>However, my understanding is that the main OPness of healing comes not from surge based healing, but rather from the large number of static modifiers that are available to healing (Healer's Lore, Healer's Brooch, Potent Restorables, etc.) that apply to anything that heals. So you can gain the benefit of those bonuses a large number of times - IIRC there was some healing power that heals like five points of damage to each of your allies every time they attack for the rest of the encounter - not much at high levels but then you add +25 or so total and that gets applied to every single heal that that gets off. It's essentially the same reason that multi-attack powers are so powerful.</p><p></p><p>So how about this house rule (it's not my idea but I don't remember where I first heard it): <strong>Static modifiers to healing (e.g. Healer's Lore, Healer's Brooch, Potent Restorables, etc.) apply only to healing that uses healing surges, not other types of healing.</strong></p><p></p><p>(You may want to make an exception for Healer's Lore since it's such a defining feature of the Cleric class; the point is just to stop players from splashing everything possible that gets healing bonuses, and then throwing out several super-powered heals every round without anyone using up any surges. Also if you make sure that players are going to have to spend healing surges to heal, then you can more easily control frequency of healing by controlling frequency of extended rests.)</p></blockquote><p></p>
[QUOTE="Alex319, post: 5022729, member: 45678"] @DanmarLOK: Isn't your suggestion basically what healing surges are? The only difference is that healing surges are binary (you either have some left in which case your healing is at full, or you don't). Your suggestion is to basically make the earlier healing surges worth more than the later healing surges, if I understand you correctly. However, my understanding is that the main OPness of healing comes not from surge based healing, but rather from the large number of static modifiers that are available to healing (Healer's Lore, Healer's Brooch, Potent Restorables, etc.) that apply to anything that heals. So you can gain the benefit of those bonuses a large number of times - IIRC there was some healing power that heals like five points of damage to each of your allies every time they attack for the rest of the encounter - not much at high levels but then you add +25 or so total and that gets applied to every single heal that that gets off. It's essentially the same reason that multi-attack powers are so powerful. So how about this house rule (it's not my idea but I don't remember where I first heard it): [B]Static modifiers to healing (e.g. Healer's Lore, Healer's Brooch, Potent Restorables, etc.) apply only to healing that uses healing surges, not other types of healing.[/B] (You may want to make an exception for Healer's Lore since it's such a defining feature of the Cleric class; the point is just to stop players from splashing everything possible that gets healing bonuses, and then throwing out several super-powered heals every round without anyone using up any surges. Also if you make sure that players are going to have to spend healing surges to heal, then you can more easily control frequency of healing by controlling frequency of extended rests.) [/QUOTE]
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Combat Change: Reducing the power of healing
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