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<blockquote data-quote="MerricB" data-source="post: 3526061" data-attributes="member: 3586"><p>Well, that Fort save bonus and corresponding DC tends to get rather important as well at various times... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>In truth, the new feat does not *eliminate* resources, but it does *prolong* them. A campaign with two high-level Incarnates in it can actually end up with infinite healing to full HP, but most campaigns still have a fair whack of healing spells to go through. <em>Wands of cure light wounds</em>, great though they are, do run into trouble in higher level games.</p><p></p><p>(Best use of the new feat, IMO: stabilising a dying character).</p><p></p><p>It is a simple fact that, especially in 3e D&D, high level monsters deal a lot of damage. This is as compared to AD&D 1e, where high level monsters... did a lot of damage. Hmm. (The real difference is between high-level NPCs: they do a lot more damage in 3e than in 1e. A 10th level fighter in 1e is somewhat wimpy in damage dealt compared to monsters). It is quite possible in 3e to be reduced significantly in hit points in just one round - especially when the effect of criticals is taken into account. </p><p></p><p>The trouble with resource management is that you need a game structure where resource management is feasible. Having one encounter per day has (rightfully) been described as breaking certain portions of the challenge structure - especially for psionics, IMO.</p><p></p><p>An attritional game really demands a structure which doesn't have the wild swings of damage that 3e has. If no monster did more than 1d8 damage, then you get the idea of hit points of a resource - and something to be preserved. At present, they work more as a buffer between you and certain death. "You took 49 damage. Are you still okay?"</p><p></p><p>Having put the attritional component purely onto healing spells may be something that is not desirable in later editions of the game.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 3526061, member: 3586"] Well, that Fort save bonus and corresponding DC tends to get rather important as well at various times... :) In truth, the new feat does not *eliminate* resources, but it does *prolong* them. A campaign with two high-level Incarnates in it can actually end up with infinite healing to full HP, but most campaigns still have a fair whack of healing spells to go through. [i]Wands of cure light wounds[/i], great though they are, do run into trouble in higher level games. (Best use of the new feat, IMO: stabilising a dying character). It is a simple fact that, especially in 3e D&D, high level monsters deal a lot of damage. This is as compared to AD&D 1e, where high level monsters... did a lot of damage. Hmm. (The real difference is between high-level NPCs: they do a lot more damage in 3e than in 1e. A 10th level fighter in 1e is somewhat wimpy in damage dealt compared to monsters). It is quite possible in 3e to be reduced significantly in hit points in just one round - especially when the effect of criticals is taken into account. The trouble with resource management is that you need a game structure where resource management is feasible. Having one encounter per day has (rightfully) been described as breaking certain portions of the challenge structure - especially for psionics, IMO. An attritional game really demands a structure which doesn't have the wild swings of damage that 3e has. If no monster did more than 1d8 damage, then you get the idea of hit points of a resource - and something to be preserved. At present, they work more as a buffer between you and certain death. "You took 49 damage. Are you still okay?" Having put the attritional component purely onto healing spells may be something that is not desirable in later editions of the game. Cheers! [/QUOTE]
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