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Flat Healing Without Using a Surge--Infinite Daily HP?
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<blockquote data-quote="WalterKovacs" data-source="post: 4278288" data-attributes="member: 63763"><p>Sunburst:</p><p></p><p>Given enough time a ... a Cleric can heal the party "for free". Depending on the situation, the party should NOT have "all the time in the world" between encounters". If they can rest, over and over again, to renew the encounter healing of the Cleric ... then they can just as easily "take the rest of the day off" ... wait until the 24 hour resets and have their extended rest. Now, 1 hour vs. a whole day is different ... but it's ultimately up to to either ALLOW or NOT allow their players to rest indefinitely between encounters.</p><p></p><p>As for capturing enemies and using their for blood sport. Again ... these are NPCs. Who is to say that the enemy they've captured for bloodsport is going to want to fight back? If they realize their a slave, won't have any chance of winning on their own, and if they are anywhere close to "winning" they'll probably just be slain by the rest of the party ... they may not even bother to defend themselves ... definitely NOT a credible threat.</p><p></p><p>A DM should not allow his players to decide, on their own, to create their own "renewable" encounter. An encounter, or skill challenge has an element of risk because to succeed gives a reward ... to fail gives failure. If there is NO reward in defeating a captured foe ... it's not really an encounter. Unless you would give the same party XP every time they redefeated the same foe ... in which case they have an unlimited ammount of XP as well.</p><p></p><p>In short:</p><p></p><p>If the player has the monster in their "care" ... they've already beaten them and got the XP and rewards for "defeating them". If the person becomes a threat because they intentionally allow the character to be a threat again ... well, they deserved to be punished for just being stupid "in the world of D&D". </p><p></p><p>They wanted a power that could grant healing in ADDITION to healing surges on a per encounter basis. The choice was to include that and hope that GMs can deal with the situation of a player or players DELIBERATELY attempting to subvert the rules by "inventing" threats out of thin air [or carrying them around "in a bag"] or just disallow any power that can be broken [but only by devious players metagaming AND taking advantage of a DM]. Ultimately the "5-minute adventure day".</p><p></p><p>No Rule Zero required. They say no "bag of rats". A player bringing a "ready made adventure" along with them is a bag of rats. If they can drag around a level 30 solo monster either:</p><p></p><p>(a) It's not a threat</p><p>or</p><p>(b) They have not control over it</p><p></p><p>It it was a legitimate threat, it wouldn't be a slave to the PCs, and would attack them when the GM wanted to, not just when the PCs decide they need to heal up.</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 4278288, member: 63763"] Sunburst: Given enough time a ... a Cleric can heal the party "for free". Depending on the situation, the party should NOT have "all the time in the world" between encounters". If they can rest, over and over again, to renew the encounter healing of the Cleric ... then they can just as easily "take the rest of the day off" ... wait until the 24 hour resets and have their extended rest. Now, 1 hour vs. a whole day is different ... but it's ultimately up to to either ALLOW or NOT allow their players to rest indefinitely between encounters. As for capturing enemies and using their for blood sport. Again ... these are NPCs. Who is to say that the enemy they've captured for bloodsport is going to want to fight back? If they realize their a slave, won't have any chance of winning on their own, and if they are anywhere close to "winning" they'll probably just be slain by the rest of the party ... they may not even bother to defend themselves ... definitely NOT a credible threat. A DM should not allow his players to decide, on their own, to create their own "renewable" encounter. An encounter, or skill challenge has an element of risk because to succeed gives a reward ... to fail gives failure. If there is NO reward in defeating a captured foe ... it's not really an encounter. Unless you would give the same party XP every time they redefeated the same foe ... in which case they have an unlimited ammount of XP as well. In short: If the player has the monster in their "care" ... they've already beaten them and got the XP and rewards for "defeating them". If the person becomes a threat because they intentionally allow the character to be a threat again ... well, they deserved to be punished for just being stupid "in the world of D&D". They wanted a power that could grant healing in ADDITION to healing surges on a per encounter basis. The choice was to include that and hope that GMs can deal with the situation of a player or players DELIBERATELY attempting to subvert the rules by "inventing" threats out of thin air [or carrying them around "in a bag"] or just disallow any power that can be broken [but only by devious players metagaming AND taking advantage of a DM]. Ultimately the "5-minute adventure day". No Rule Zero required. They say no "bag of rats". A player bringing a "ready made adventure" along with them is a bag of rats. If they can drag around a level 30 solo monster either: (a) It's not a threat or (b) They have not control over it It it was a legitimate threat, it wouldn't be a slave to the PCs, and would attack them when the GM wanted to, not just when the PCs decide they need to heal up. [/QUOTE]
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Flat Healing Without Using a Surge--Infinite Daily HP?
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