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D&D without healing surges
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<blockquote data-quote="CapnZapp" data-source="post: 4732003" data-attributes="member: 12731"><p>One more thing that would be an important part of the puzzle:</p><p></p><p>There would have to be some restrictions on how much healing any given character should be able to receive, all in the interests of keeping fights exciting, and not have the hp totals of characters simply bounce back all the time.</p><p></p><p>There are three major sources of healing, and let's discuss them separately:</p><p></p><p><strong>Second Wind.</strong> By the RAW, this one is limited to once per encounter only. However, it is the source with the highest cost (in how you must sacrifice your standard action that round), so in one way, I'm surprised this cap exists.</p><p></p><p>(Perhaps the designers found that characters that are attacked by several foes tend to get stuck in taking the Second Wind action repeatedly? That it was a better option for the group to just shut this character (presumably a Defender with good defenses) down, while the rest of the party shoots and kills the attackers. If this is so, I can certainly understand them, as this might be an effective tactic but sure isn't fun for the player in question...)</p><p></p><p><strong>Healing Word</strong> (and Majestic Word, etc). I'm wondering if it wouldn't be good for the game to restrict each character to only benefiting from one Word per encounter. This makes an all-Leader party less interesting, as well as lowering the synergy from having everyone in the party taking the Cleric or Warlord multiclass feat.</p><p></p><p>(Note that in your regular game this reasoning simply does not apply. But just because your party only have two or four Word powers available in any given encounter does not mean the problem does not exist for parties where healing powers are maximized.)</p><p></p><p>Probably the most reasonable limit is that each character should only benefit from one healer, meaning the limitation has to be <em>two</em> Words per encounter. This isn't as elegant, of course.</p><p></p><p><strong>Healing Potions</strong>. In one sense, I can argue for limiting these too (so you can't drink more than one per encounter). However, while the cost in actions isn't huge, their benefit isn't huge either. Monsters can certainly dish out the hurt faster than you can drink these, so that would probably be overkill.</p><p></p><p>In the end, keeping the current limitations on in-game healing (that is, one Second Wind but unlimited Healing Words and Potions) seems to be okay, provided you make sure your group doesn't contain more than two healers.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4732003, member: 12731"] One more thing that would be an important part of the puzzle: There would have to be some restrictions on how much healing any given character should be able to receive, all in the interests of keeping fights exciting, and not have the hp totals of characters simply bounce back all the time. There are three major sources of healing, and let's discuss them separately: [B]Second Wind.[/B] By the RAW, this one is limited to once per encounter only. However, it is the source with the highest cost (in how you must sacrifice your standard action that round), so in one way, I'm surprised this cap exists. (Perhaps the designers found that characters that are attacked by several foes tend to get stuck in taking the Second Wind action repeatedly? That it was a better option for the group to just shut this character (presumably a Defender with good defenses) down, while the rest of the party shoots and kills the attackers. If this is so, I can certainly understand them, as this might be an effective tactic but sure isn't fun for the player in question...) [B]Healing Word[/B] (and Majestic Word, etc). I'm wondering if it wouldn't be good for the game to restrict each character to only benefiting from one Word per encounter. This makes an all-Leader party less interesting, as well as lowering the synergy from having everyone in the party taking the Cleric or Warlord multiclass feat. (Note that in your regular game this reasoning simply does not apply. But just because your party only have two or four Word powers available in any given encounter does not mean the problem does not exist for parties where healing powers are maximized.) Probably the most reasonable limit is that each character should only benefit from one healer, meaning the limitation has to be [I]two[/I] Words per encounter. This isn't as elegant, of course. [B]Healing Potions[/B]. In one sense, I can argue for limiting these too (so you can't drink more than one per encounter). However, while the cost in actions isn't huge, their benefit isn't huge either. Monsters can certainly dish out the hurt faster than you can drink these, so that would probably be overkill. In the end, keeping the current limitations on in-game healing (that is, one Second Wind but unlimited Healing Words and Potions) seems to be okay, provided you make sure your group doesn't contain more than two healers. [/QUOTE]
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