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*Pathfinder & Starfinder
Dragon 368 - Death Matters (But Never Happens)
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<blockquote data-quote="Obryn" data-source="post: 4503169" data-attributes="member: 11821"><p>Huh. Well, all I can say is that death in my campaign has been fairly common so far. It's been an ever-present threat in every fairly complex battle. We even have a healing-centric cleric in the group.</p><p></p><p>* Healing surges are not that easy to use in the middle of a fight. Unless your party has a lot of Leaders (or people multiclassed into Leaders), each character gets to spend <em>one</em> and it takes a standard action. Then, the Leaders can trigger two more, each. Past that, you're looking at healing potions... which are useful, yeah, but hardly overpowered. <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>* Smart monsters will focus their fire on bringing down the bloodiest PC - or the one who's doing the most damage. Or the healer. Because of this, my players <em>fear</em> hobgoblins.</p><p></p><p>* Remember that a successful death save <em>does not get you out of the Dying condition</em> unless it's a 20. If you succeed your death save, it just means you don't die more <em>this round</em>.</p><p></p><p>* You get 3 failed death saves per encounter. Not per time you drop.</p><p></p><p>(These last two notes have made combat in my own game deadlier than it was in 3e.)</p><p></p><p></p><p>As for halving healing surges... I'd probably recommend against it. I understand what you're going for, but it will drastically shorten the adventuring day. You can only use so many per combat, so you wouldn't be making each individual fight more difficult - you'd just be encouraging them to run out and hole up after each battle. If that's your intended goal - go for it! But I don't think it will help your goal of making each fight tougher.</p><p></p><p>-O</p></blockquote><p></p>
[QUOTE="Obryn, post: 4503169, member: 11821"] Huh. Well, all I can say is that death in my campaign has been fairly common so far. It's been an ever-present threat in every fairly complex battle. We even have a healing-centric cleric in the group. * Healing surges are not that easy to use in the middle of a fight. Unless your party has a lot of Leaders (or people multiclassed into Leaders), each character gets to spend [I]one[/I] and it takes a standard action. Then, the Leaders can trigger two more, each. Past that, you're looking at healing potions... which are useful, yeah, but hardly overpowered. :) * Smart monsters will focus their fire on bringing down the bloodiest PC - or the one who's doing the most damage. Or the healer. Because of this, my players [I]fear[/I] hobgoblins. * Remember that a successful death save [I]does not get you out of the Dying condition[/I] unless it's a 20. If you succeed your death save, it just means you don't die more [I]this round[/I]. * You get 3 failed death saves per encounter. Not per time you drop. (These last two notes have made combat in my own game deadlier than it was in 3e.) As for halving healing surges... I'd probably recommend against it. I understand what you're going for, but it will drastically shorten the adventuring day. You can only use so many per combat, so you wouldn't be making each individual fight more difficult - you'd just be encouraging them to run out and hole up after each battle. If that's your intended goal - go for it! But I don't think it will help your goal of making each fight tougher. -O [/QUOTE]
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Dragon 368 - Death Matters (But Never Happens)
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