Mustrum_Ridcully
Legend
This Editorial makes me happy and want to play 4E.
- a limited number of times to trigger them per day (uses)
- a limited number of ways to trigger them at all, and how often you can use these trigger options. (triggers)
It seems these "triggers" exist:
- Generic Second Wind: Once per day, you can do it on your own, provided you have an action to spend.
- Class powers (specifically Leader, but potentially "personalized" powers too)
- While dying, there is not only a chance of actually "becoming" dead, but also triggering your Second Wind.
- Heal check
So, even if you figure out how to trigger your healing, it still costs one of your uses per day.
That's just a guess, but I think there have been enough details to make it an educated guess..
4E might actually be the "Torgisation" of D&D - it's easy to make over-the-top action stuff, but don't let that fool you - there are still things out there that can and will kill you.
I can't speak for Scott, but as far as I understood, healing isn't unlimited. Apparantly, all healing is based on a Second Wind - like mechanic, and you haveZombieRoboNinja said:Hey Scott, one concern I have is that all the "perilous" examples people bring up are from combat encounters with a bunch of enemies.
I think part of the issue is the move to per-encounter powers. In 3e, a lone trap that only did 10 damage still had an effect on the party, because it forced them to expend limited healing resources. But if healing is per-encounter 4e, nothing BUT a dead character has consequences outside the context of a larger encounter. No insta-death traps + "free" healing (outside of combat) = why not just stumble through and trigger them all?
I'm worried that my character will basically be invincible until I roll initiative. Can you give any examples where screwing up a standalone trap has proved to be a Very Bad Thing?
- a limited number of times to trigger them per day (uses)
- a limited number of ways to trigger them at all, and how often you can use these trigger options. (triggers)
It seems these "triggers" exist:
- Generic Second Wind: Once per day, you can do it on your own, provided you have an action to spend.
- Class powers (specifically Leader, but potentially "personalized" powers too)
- While dying, there is not only a chance of actually "becoming" dead, but also triggering your Second Wind.
- Heal check
So, even if you figure out how to trigger your healing, it still costs one of your uses per day.
That's just a guess, but I think there have been enough details to make it an educated guess..
4E might actually be the "Torgisation" of D&D - it's easy to make over-the-top action stuff, but don't let that fool you - there are still things out there that can and will kill you.