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Excerpt: The Warlord
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<blockquote data-quote="Storm-Bringer" data-source="post: 4180185" data-attributes="member: 57832"><p>Except they aren't really, until they are out of healing surges. As long as they have available healing surges (or second wind, or the warlord, or the cleric, etc), then they really aren't in <em>danger</em>. You have a safety net.</p><p></p><p></p><p>Again, this is solved with increasing the hit points. Unless your hit points are less than the critical hit damage of an opponent (or whatever their most damaging attack is), your character isn't really in danger of losing anything. Now, certainly, you can take a gamble and not use a healing surge.</p><p></p><p>I like the money analogy, it fits the best. If your checking account (hit points) is low, you can whip out the credit card (healing surge) and cover your purchase. Alternately, someone else can use your credit card for you (cleric) or put some money in your account (certain warlord powers). But unless you are within a certain amount of overdrafting, there isn't really a 'danger' of going over with any given purchase (attack).</p><p></p><p></p><p>Spreading out the hit points doesn't really change that. You still aren't in any real danger unless you are out of healing surges or other healing for the day (barring neglect or carelessness). So, you have more of a day before stopping for rest, but you get everything back with six hours of rest anyway, so marginally watching your resources makes each battle what Third Wizard named a tedious cycle.</p><p></p><p></p><p>But, we haven't corrected anything. The 'solution' is more spread out, by allowing everyone some degree of re-gaining hit points, but that is a solution to 'requiring a cleric', which appears to be a play problem, not a rules problem. Underlying that is the precipitous loss of hit points. Dropping a character in one hit is a danger any time hit points get low. In previous editions, that was most of first and second level.</p><p></p><p>Which is what makes things 'swingy' no matter where you start. As soon as your hit points are below the threshold of critical hit damage, you are in danger of being 'one-shotted' again. If you start with 30hps, and take 5hp of damage in four attacks, you are in danger of getting taken out in one shot again.</p></blockquote><p></p>
[QUOTE="Storm-Bringer, post: 4180185, member: 57832"] Except they aren't really, until they are out of healing surges. As long as they have available healing surges (or second wind, or the warlord, or the cleric, etc), then they really aren't in [i]danger[/i]. You have a safety net. Again, this is solved with increasing the hit points. Unless your hit points are less than the critical hit damage of an opponent (or whatever their most damaging attack is), your character isn't really in danger of losing anything. Now, certainly, you can take a gamble and not use a healing surge. I like the money analogy, it fits the best. If your checking account (hit points) is low, you can whip out the credit card (healing surge) and cover your purchase. Alternately, someone else can use your credit card for you (cleric) or put some money in your account (certain warlord powers). But unless you are within a certain amount of overdrafting, there isn't really a 'danger' of going over with any given purchase (attack). Spreading out the hit points doesn't really change that. You still aren't in any real danger unless you are out of healing surges or other healing for the day (barring neglect or carelessness). So, you have more of a day before stopping for rest, but you get everything back with six hours of rest anyway, so marginally watching your resources makes each battle what Third Wizard named a tedious cycle. But, we haven't corrected anything. The 'solution' is more spread out, by allowing everyone some degree of re-gaining hit points, but that is a solution to 'requiring a cleric', which appears to be a play problem, not a rules problem. Underlying that is the precipitous loss of hit points. Dropping a character in one hit is a danger any time hit points get low. In previous editions, that was most of first and second level. Which is what makes things 'swingy' no matter where you start. As soon as your hit points are below the threshold of critical hit damage, you are in danger of being 'one-shotted' again. If you start with 30hps, and take 5hp of damage in four attacks, you are in danger of getting taken out in one shot again. [/QUOTE]
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