Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Free healing with Life Transference
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="DracoSuave" data-source="post: 4884094" data-attributes="member: 71571"><p>Alright. Games are social contracts between a DM and players. So when you talk about games in progress, you talk about groups, which includes a combination of DM and Players. Some groups don't give a crap about healing surges as an out of combat resource. They want to kick down the door, and go. Using this out of combat facilitates that, and is the logical extension of the 'top the hps off expediantly' that the game designers have already installed into the game.</p><p></p><p>It's not appropriate for all groups and games, but that doesn't make it broken. That's a different argument completely.</p><p></p><p></p><p></p><p>No, your claim is that surgeless healing is fundamentally flawed because it doesn't use surges. That it throws off 'healing calculations.'</p><p></p><p>The game isn't balanced around that, thankfully, and if it isn't balanced around the amount of surges you spend outside of battle then arguments that Life Transferance outside of battle are broken require a different tack.</p><p></p><p></p><p></p><p>So, all rests must be five minutes or six hours? I disagree based on the fact that claim is lacks versimiliatude.</p><p></p><p></p><p></p><p>Who said -anything- about metagame hints? When the players ask the DM for information, the DM divulges that information in a manner appropriate to the group. For Group A, that might require a skill roll. For Group B, the DM might just utilize a Passive check. For Group C, the DM might just tell the players how much time they guestimate they have.</p><p></p><p>You're presuming a -lot- about how groups and players and DMs interract here.</p><p></p><p></p><p></p><p>I'm not saying they don't count them, but if the option comes out to minimize the amount of counting done outside of battle, in some groups it is beneficial. In some groups and in some campaigns, being able to say 'We all heal to full, let's go' without having to check how many healing surges to knock off, or how many times wisdom gets added in there, or whether or not to take Restful Healing' or what not might not actually be enjoyable to some groups.</p><p></p><p>This might be obvious, but if that level of 'healing math' doesn't appeal to some groups, then the option of 'You're at full go' isn't broken, it's a fun-adder. Things that add fun to a campaign aren't broken.</p><p></p><p></p><p></p><p>Well no kidding they are different. But the primary determination of tension in battle isn't the number of surges left, in most games. It's the -access- to surges. So, '-12 hit points, and only three surges left' isn't as tense as '-12 hit points, and no powers to spend surges left'. Three surges left is -nothing- compared to that.</p><p></p><p>Of course, the irony of this is that the argument is irrelevant. This ability used like that doesn't negate that latter consequence, it postpones it. So, the question that should be asked is:</p><p></p><p>Is having the battle at -12 hp and 3 surges left considered game breaking if it's Battle 5 instead of Battle 3?</p><p></p><p></p><p></p><p>Oh absolutely. These tools are used in campaigns where the careful slog and miniscule juggling of said healing resources is important and necessary to keep the campaign tone.</p><p></p><p>In -those- campaigns, use of this ability for infinite healing is a tone breaker. In such a case I'd not allow it, and for obvious reason. </p><p></p><p>However, all of these arguments hold one thing in common:</p><p></p><p>Using Life Transferance for infinite healing might break the -tone- of a campaign. However, it might also enhance it.</p><p></p><p>This doesn't make the ability broken however. Every DM has had to wrestle with that since the beginning of gaming. DMs had to wrestle with Raise Dead breaking the tone of Rokugon games. Of Create Water's power in Dark Sun. But -tone-breaking- is not the same as -game-breaking-.</p><p></p><p>The -worst- effect this has, from the point of view of actual game interractions, is extending the endurance of the characters over the course of an adventuring day. Is that broken? That's the question you have avoided, Nifft. Is that broken, or is the ability just something that defies your 'all healing must be healing surge-based' sensibility?</p><p></p><p>In other words, are you confusing 'tone-breaking' with 'game-breaking'?</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 4884094, member: 71571"] Alright. Games are social contracts between a DM and players. So when you talk about games in progress, you talk about groups, which includes a combination of DM and Players. Some groups don't give a crap about healing surges as an out of combat resource. They want to kick down the door, and go. Using this out of combat facilitates that, and is the logical extension of the 'top the hps off expediantly' that the game designers have already installed into the game. It's not appropriate for all groups and games, but that doesn't make it broken. That's a different argument completely. No, your claim is that surgeless healing is fundamentally flawed because it doesn't use surges. That it throws off 'healing calculations.' The game isn't balanced around that, thankfully, and if it isn't balanced around the amount of surges you spend outside of battle then arguments that Life Transferance outside of battle are broken require a different tack. So, all rests must be five minutes or six hours? I disagree based on the fact that claim is lacks versimiliatude. Who said -anything- about metagame hints? When the players ask the DM for information, the DM divulges that information in a manner appropriate to the group. For Group A, that might require a skill roll. For Group B, the DM might just utilize a Passive check. For Group C, the DM might just tell the players how much time they guestimate they have. You're presuming a -lot- about how groups and players and DMs interract here. I'm not saying they don't count them, but if the option comes out to minimize the amount of counting done outside of battle, in some groups it is beneficial. In some groups and in some campaigns, being able to say 'We all heal to full, let's go' without having to check how many healing surges to knock off, or how many times wisdom gets added in there, or whether or not to take Restful Healing' or what not might not actually be enjoyable to some groups. This might be obvious, but if that level of 'healing math' doesn't appeal to some groups, then the option of 'You're at full go' isn't broken, it's a fun-adder. Things that add fun to a campaign aren't broken. Well no kidding they are different. But the primary determination of tension in battle isn't the number of surges left, in most games. It's the -access- to surges. So, '-12 hit points, and only three surges left' isn't as tense as '-12 hit points, and no powers to spend surges left'. Three surges left is -nothing- compared to that. Of course, the irony of this is that the argument is irrelevant. This ability used like that doesn't negate that latter consequence, it postpones it. So, the question that should be asked is: Is having the battle at -12 hp and 3 surges left considered game breaking if it's Battle 5 instead of Battle 3? Oh absolutely. These tools are used in campaigns where the careful slog and miniscule juggling of said healing resources is important and necessary to keep the campaign tone. In -those- campaigns, use of this ability for infinite healing is a tone breaker. In such a case I'd not allow it, and for obvious reason. However, all of these arguments hold one thing in common: Using Life Transferance for infinite healing might break the -tone- of a campaign. However, it might also enhance it. This doesn't make the ability broken however. Every DM has had to wrestle with that since the beginning of gaming. DMs had to wrestle with Raise Dead breaking the tone of Rokugon games. Of Create Water's power in Dark Sun. But -tone-breaking- is not the same as -game-breaking-. The -worst- effect this has, from the point of view of actual game interractions, is extending the endurance of the characters over the course of an adventuring day. Is that broken? That's the question you have avoided, Nifft. Is that broken, or is the ability just something that defies your 'all healing must be healing surge-based' sensibility? In other words, are you confusing 'tone-breaking' with 'game-breaking'? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Free healing with Life Transference
Top