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Flavour First vs Game First - a comparison
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<blockquote data-quote="Herremann the Wise" data-source="post: 4482715" data-attributes="member: 11300"><p>I suppose if miracles keep on happening, they stop being miraculous. However, you raise one of the big things I detested in 3E in terms of the heal check. After laughing about this "heal check" a couple of times (our group had a few "I shove his guts back in the holes I think they came out of - is he stabilized?" moments) and very quickly, we just stopped doing it - it just seemed ridiculous - and it wasn't always guaranteed of working either. Far better to have the cleric/paladin come over with some divine healing, the rogue give a blast of his wand or someone else with a potion to get the job done. It just does not seem right that you can stabilize someone with a 6 second simple heal check.</p><p></p><p>After the 3rd time that day though, it pretty soon stops becoming miraculous. I suppose you could build up a group as being "overseen" by the gods themselves and thus why they can do such things - but that would get a little tired if used for every campaign. The paizo example was a good one because the probability of it happening was so low. It was in its way, miraculous.</p><p></p><p>Well as I said, we're trying to make it bend to our playstyle. We're having fun with 4E despite a few gonzo moments as you describe - and in the end that's the main thing. HPs/damage/healing have always been a bugbear for me though with D&D, and I suppose they always will. Luckily, the rest of the game and the group of guys I game with more than compensates.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 4482715, member: 11300"] I suppose if miracles keep on happening, they stop being miraculous. However, you raise one of the big things I detested in 3E in terms of the heal check. After laughing about this "heal check" a couple of times (our group had a few "I shove his guts back in the holes I think they came out of - is he stabilized?" moments) and very quickly, we just stopped doing it - it just seemed ridiculous - and it wasn't always guaranteed of working either. Far better to have the cleric/paladin come over with some divine healing, the rogue give a blast of his wand or someone else with a potion to get the job done. It just does not seem right that you can stabilize someone with a 6 second simple heal check. After the 3rd time that day though, it pretty soon stops becoming miraculous. I suppose you could build up a group as being "overseen" by the gods themselves and thus why they can do such things - but that would get a little tired if used for every campaign. The paizo example was a good one because the probability of it happening was so low. It was in its way, miraculous. Well as I said, we're trying to make it bend to our playstyle. We're having fun with 4E despite a few gonzo moments as you describe - and in the end that's the main thing. HPs/damage/healing have always been a bugbear for me though with D&D, and I suppose they always will. Luckily, the rest of the game and the group of guys I game with more than compensates. Best Regards Herremann the Wise [/QUOTE]
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