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*Pathfinder & Starfinder
Consecrated Ground and game Balance
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<blockquote data-quote="Bond James Bond" data-source="post: 4480319" data-attributes="member: 77600"><p>First of all, this is my first post here (been an "active" reader for a while), so: Hi!</p><p> </p><p>My group has recently started to play 4ed, and in our games so far (all in the heroic tier), consecrated ground has proven to be the decisive power to have. In fact I think it is quite unbalanced.</p><p> </p><p>Let`s forget about the damage aspect of the power, the problem is just that under the right circumstances, the healing it can provide adds so much durabilty to the group that otherwise challenging (read: exiting) encounter can become a complete piece of cake just because of this one daily power. </p><p> </p><p>1 + cha mod + wis mod healing every round is quite something, combined with things like beacon of hope, its easy to get 13+ healing early on. The main issue, however, is not the amount of Healing but that the healing does not count as regeneration and therefore works even when you are below 0 hp. So, regardless of how high your negative hp`s are, lying in the consecreted zone at the beginning of your tun will get you on your feet and running again, as long as you are not dead, if I understand the rules correctly.</p><p> </p><p>To sum it up: As long as the consecrated ground is active and you are in it, you cannot die, unless the enemy outright kills you in one round.</p><p> </p><p>This lead to the most bizarre scenes in our games so far, including our fighter (well, it was me <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />) with less than 10 hp front of a Dragon refusing to take a healing word, because he knew that even a critical hit of a Dragon would not kill him, and anything less than a killing blow would still mean a gain of hp`s for him due to consecreted ground next round. It all felt so wrong. There wasnt even any exitement in this fight, though, by the rules it should haven been a decent challenge. Quite simply due to the fact that it practicially involved no realistic risk of dying at all.</p><p> </p><p>Don`t get me wrong, i know there are many ways to counter consecrated ground, e.g. make sure the cleric can`t sustain it (e.g. stunning him or the like), have a mobile fight, were the cleric can`t fast enaough move the zone around, push the people out of the Zone, etc. BUT: not all monsters have access to such powers or are intelligent enough to employ them in such a way. For them, and I am specificially refering to your average solo brute, consecrated ground leaves them no choice of focusing player one by one and killing them, i.e. beating them even when the are already below 0, which I normally try to avoid as a DM.</p><p> </p><p>So what is your experience with consecrated ground? Would you agree that it at least should count as regeneration, so that you can`t get out of negative hp by just lying in he Zone?</p></blockquote><p></p>
[QUOTE="Bond James Bond, post: 4480319, member: 77600"] First of all, this is my first post here (been an "active" reader for a while), so: Hi! My group has recently started to play 4ed, and in our games so far (all in the heroic tier), consecrated ground has proven to be the decisive power to have. In fact I think it is quite unbalanced. Let`s forget about the damage aspect of the power, the problem is just that under the right circumstances, the healing it can provide adds so much durabilty to the group that otherwise challenging (read: exiting) encounter can become a complete piece of cake just because of this one daily power. 1 + cha mod + wis mod healing every round is quite something, combined with things like beacon of hope, its easy to get 13+ healing early on. The main issue, however, is not the amount of Healing but that the healing does not count as regeneration and therefore works even when you are below 0 hp. So, regardless of how high your negative hp`s are, lying in the consecreted zone at the beginning of your tun will get you on your feet and running again, as long as you are not dead, if I understand the rules correctly. To sum it up: As long as the consecrated ground is active and you are in it, you cannot die, unless the enemy outright kills you in one round. This lead to the most bizarre scenes in our games so far, including our fighter (well, it was me ;)) with less than 10 hp front of a Dragon refusing to take a healing word, because he knew that even a critical hit of a Dragon would not kill him, and anything less than a killing blow would still mean a gain of hp`s for him due to consecreted ground next round. It all felt so wrong. There wasnt even any exitement in this fight, though, by the rules it should haven been a decent challenge. Quite simply due to the fact that it practicially involved no realistic risk of dying at all. Don`t get me wrong, i know there are many ways to counter consecrated ground, e.g. make sure the cleric can`t sustain it (e.g. stunning him or the like), have a mobile fight, were the cleric can`t fast enaough move the zone around, push the people out of the Zone, etc. BUT: not all monsters have access to such powers or are intelligent enough to employ them in such a way. For them, and I am specificially refering to your average solo brute, consecrated ground leaves them no choice of focusing player one by one and killing them, i.e. beating them even when the are already below 0, which I normally try to avoid as a DM. So what is your experience with consecrated ground? Would you agree that it at least should count as regeneration, so that you can`t get out of negative hp by just lying in he Zone? [/QUOTE]
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