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*Pathfinder & Starfinder
Excerpt: The Warlord
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<blockquote data-quote="Storm-Bringer" data-source="post: 4180549" data-attributes="member: 57832"><p>As well as the paladin and the warlord. I assume it won't be low level, but I do recall certain powers of the leaders will trigger a healing surge on a successful attack. With recent excerpts, that may end up being a healing surge with a bonus on a hit, and just a healing surge on a miss.</p><p></p><p></p><p>Which only replaces the perceived 'need a cleric' problem. It only spreads out the 'needs constant healing' problem people keep describing.</p><p></p><p></p><p>From the damage listings I have seen, it appears that damage has been lowered in many cases, replaced with an effect of some kind.</p><p></p><p></p><p>Nor is it the only way to play with the 3.x rules (or any previous version). Also, I am not assuming anything about any previous battle.</p><p></p><p></p><p>No, because you essentially described the same thing twice.</p><p></p><p>3.x: 3-4 battles (with healing) before it's dangerous (need major healing or rest)</p><p>4e: 3-4 battles (with healing during or between) before it's dangerous (need to rest)</p><p></p><p>In fact, the way most people describe it, the 4e line is exactly how they do things in 3.x now. Wands of Cure Light Wounds, scrolls, potions, various spells, and so on. So, the healing has been re-distributed from clerics and magic items to healing surges. I am assuming there will be healing items in 4e, so those should still be in play. No functional difference, just a re-distribution of where the healing comes from.</p><p></p><p>The problem they are 'solving' isn't some issue of player control or lack of healing. The only issue this addresses is 'need a cleric'. Since I see that as an issue with play and not the rules, I don't see a net gain here.</p></blockquote><p></p>
[QUOTE="Storm-Bringer, post: 4180549, member: 57832"] As well as the paladin and the warlord. I assume it won't be low level, but I do recall certain powers of the leaders will trigger a healing surge on a successful attack. With recent excerpts, that may end up being a healing surge with a bonus on a hit, and just a healing surge on a miss. Which only replaces the perceived 'need a cleric' problem. It only spreads out the 'needs constant healing' problem people keep describing. From the damage listings I have seen, it appears that damage has been lowered in many cases, replaced with an effect of some kind. Nor is it the only way to play with the 3.x rules (or any previous version). Also, I am not assuming anything about any previous battle. No, because you essentially described the same thing twice. 3.x: 3-4 battles (with healing) before it's dangerous (need major healing or rest) 4e: 3-4 battles (with healing during or between) before it's dangerous (need to rest) In fact, the way most people describe it, the 4e line is exactly how they do things in 3.x now. Wands of Cure Light Wounds, scrolls, potions, various spells, and so on. So, the healing has been re-distributed from clerics and magic items to healing surges. I am assuming there will be healing items in 4e, so those should still be in play. No functional difference, just a re-distribution of where the healing comes from. The problem they are 'solving' isn't some issue of player control or lack of healing. The only issue this addresses is 'need a cleric'. Since I see that as an issue with play and not the rules, I don't see a net gain here. [/QUOTE]
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Excerpt: The Warlord
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