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General Tabletop Discussion
*Dungeons & Dragons
Effects of changing Short and long rests?
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<blockquote data-quote="pemerton" data-source="post: 6168173" data-attributes="member: 42582"><p>I agree that CLW is not for combat use except in emergencies (administering a healing potion to a dying friend is also a standard action), but in my campagin out-of-combat surgeless healing is valuable, and often the whole party can't just take an extended rest whenever it likes - they have to find somewhere reasonable of resting.</p><p></p><p>And on the hoarding of dailies, I think that's a somewhat desirable outcome - or not necessarily <em>hoarding</em>, as such, but treating dailies as a valuable tactical resource.</p><p></p><p>The flip side of an approach that makes CLW relatively stronger is that it makes Healing Word and its ilk relatively weaker, as the PCs no longer have the surges avaiable to take advantage of ingame healing. The paladin is also likely to have more LoH available (WIS per day) than surges to fuel them.</p><p></p><p> [MENTION=1165](Psi)SeveredHead[/MENTION] has given one take on this.</p><p></p><p>My feeling is that, if you increase the ratio of dailies available per unit of monster threat, you may tend to reduce both the tactical and the heroic pacing elements that I tend to find in 4e combat. I don't think that would be very appealing for me or my group, but maybe that would contribute to an "old school" experience.</p><p></p><p>Another way to get that experience might be to leave the recovery rates roughly what they are - or, at least, not to decouple surge recovery from daily recovery - but to clamp down on healing in combat, eg by changing minor action heals into standard action.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6168173, member: 42582"] I agree that CLW is not for combat use except in emergencies (administering a healing potion to a dying friend is also a standard action), but in my campagin out-of-combat surgeless healing is valuable, and often the whole party can't just take an extended rest whenever it likes - they have to find somewhere reasonable of resting. And on the hoarding of dailies, I think that's a somewhat desirable outcome - or not necessarily [I]hoarding[/I], as such, but treating dailies as a valuable tactical resource. The flip side of an approach that makes CLW relatively stronger is that it makes Healing Word and its ilk relatively weaker, as the PCs no longer have the surges avaiable to take advantage of ingame healing. The paladin is also likely to have more LoH available (WIS per day) than surges to fuel them. [MENTION=1165](Psi)SeveredHead[/MENTION] has given one take on this. My feeling is that, if you increase the ratio of dailies available per unit of monster threat, you may tend to reduce both the tactical and the heroic pacing elements that I tend to find in 4e combat. I don't think that would be very appealing for me or my group, but maybe that would contribute to an "old school" experience. Another way to get that experience might be to leave the recovery rates roughly what they are - or, at least, not to decouple surge recovery from daily recovery - but to clamp down on healing in combat, eg by changing minor action heals into standard action. [/QUOTE]
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Effects of changing Short and long rests?
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