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December 1st UA Spell changes
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<blockquote data-quote="Chaosmancer" data-source="post: 8857583" data-attributes="member: 6801228"><p>There is a problem in your model though. And it is also a problem I addressed with a completely different rule. You assume that to stop the fighter you need to drain all of their Hit Dice. This is only true if A) You want to stop the fighter from adventuring and B) They have time to short rest during the encounters you are planning. </p><p></p><p>I have often seen players panicking because they have reached 50% of their hp, with full HD left. I once had a game where, as a Life Cleric, I had to insist that the party only take a short rest instead of long rest, in the middle of dungeon, because we didn't need to recover all of our resources. It isn't a matter of the actual danger, but the perception of danger for many players. And if they drop to 10% of their hp, while still having all their HD, they aren't thinking "this was a boring adventure, I still had plenty in the tank", they are thinking "Dang, that was close, one more hit and I would have dropped". Because it doesn't matter what the HD are, it matters how many hp you have until you drop and if you need to seek a place to hole up and heal.</p><p></p><p>I'm still somewhat baffled by this idea that every fight and every adventure should have the party on the edge of their seat, in fear of whether or not they can survive, no matter how prepared they are for the adventure. If someone brought a healer, then I'm fine with the party being less worried about dying than if they didn't. That seems like the entire job of the healer. But right now, most parties just rely on short rests and potions and only use the healer to pop them up. The healer isn't changing gameplay by being included. In fact, many times the healer doesn't bother to use their resources on healing, because it isn't worth it.</p><p></p><p>Now, I will admit, I have houserule that helps with attrition. It has rarely come up, just do to not having long-term games recently, but it solves the problem from a different angle. </p><p></p><p>When you Long Rest, you don't regain hit points for free. You spend Hit Dice as normal. And, like the original rules, you only regain half your HD on a long rest (before or after you heal). This means that my attrition (when I can utilize it) isn't one day of fighting. It is multiple days of fighting. Sure, you get all your spells back, but you don't get items and you slowly drain of Hit dice. </p><p></p><p></p><p>I'm tired and maybe not phrasing things the best, but this is where I'm at. I don't want potions and magic items to be the main healing. I don'teven particularly want Out of Combat healing to be the only viable option. I want in-combat healing to matter. Because that is when players are most engaged with their hit points, and where the healer WANTS to be the most effective. At preventing that drop to 0. Not at making the short rest more effective.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8857583, member: 6801228"] There is a problem in your model though. And it is also a problem I addressed with a completely different rule. You assume that to stop the fighter you need to drain all of their Hit Dice. This is only true if A) You want to stop the fighter from adventuring and B) They have time to short rest during the encounters you are planning. I have often seen players panicking because they have reached 50% of their hp, with full HD left. I once had a game where, as a Life Cleric, I had to insist that the party only take a short rest instead of long rest, in the middle of dungeon, because we didn't need to recover all of our resources. It isn't a matter of the actual danger, but the perception of danger for many players. And if they drop to 10% of their hp, while still having all their HD, they aren't thinking "this was a boring adventure, I still had plenty in the tank", they are thinking "Dang, that was close, one more hit and I would have dropped". Because it doesn't matter what the HD are, it matters how many hp you have until you drop and if you need to seek a place to hole up and heal. I'm still somewhat baffled by this idea that every fight and every adventure should have the party on the edge of their seat, in fear of whether or not they can survive, no matter how prepared they are for the adventure. If someone brought a healer, then I'm fine with the party being less worried about dying than if they didn't. That seems like the entire job of the healer. But right now, most parties just rely on short rests and potions and only use the healer to pop them up. The healer isn't changing gameplay by being included. In fact, many times the healer doesn't bother to use their resources on healing, because it isn't worth it. Now, I will admit, I have houserule that helps with attrition. It has rarely come up, just do to not having long-term games recently, but it solves the problem from a different angle. When you Long Rest, you don't regain hit points for free. You spend Hit Dice as normal. And, like the original rules, you only regain half your HD on a long rest (before or after you heal). This means that my attrition (when I can utilize it) isn't one day of fighting. It is multiple days of fighting. Sure, you get all your spells back, but you don't get items and you slowly drain of Hit dice. I'm tired and maybe not phrasing things the best, but this is where I'm at. I don't want potions and magic items to be the main healing. I don'teven particularly want Out of Combat healing to be the only viable option. I want in-combat healing to matter. Because that is when players are most engaged with their hit points, and where the healer WANTS to be the most effective. At preventing that drop to 0. Not at making the short rest more effective. [/QUOTE]
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