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Free healing with Life Transference
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<blockquote data-quote="Nifft" data-source="post: 4884313" data-attributes="member: 6562"><p>I'll say it as clearly as I can: I've never heard of any group playing with explicitly free & unmetered out-of-combat healing during anything but an extended rest.</p><p></p><p>I'm asking you to back up your claim that some groups do this.</p><p></p><p> See, this is why it's better to address arguments. Now we can clear this up. Actually, what I said was that I didn't like daily powers like CLW, because they implicitly add Surges.</p><p></p><p>"I don't like" is different from "it is broken". I've got no problem with Cure Light Wounds being in the game from a balance standpoint, though it does muck up my calculations, and therefore I don't like it from an aesthetic standpoint.</p><p></p><p> The game without this Cleric power: all rests must be 5 minutes or 6 hours.</p><p>That's 4e for you.</p><p>If you have a problem with that, you have a problem with 4e's core rules.</p><p></p><p>This power introduces a grey area, where before there was clarity. That's bad design.</p><p></p><p> Nope. I'm telling you that there is already a way DMs and PCs interact: players pick short or extended rests, or they choose not to rest at all. It's a very clear choice, and the risks of each ought to be distinct and easy to understand.</p><p></p><p>Adding an arbitrarily long chain of short rests muddies the waters.</p><p></p><p>Again: clarity good, muddy bad.</p><p></p><p> ... an extended rest. 4e has this already.</p><p></p><p>Nobody says you must fight more than once per day. If you like full healing, you don't need this power in the game to get it.</p><p></p><p> Every group I've seen stop anyway, surges or not, when few Daily attack powers remain. All you're doing is removing a managed resource from a game of resource management.</p><p></p><p>They'll run out of other resources eventually, but you haven't improved the game. All you've done is remove some of the challenge.</p><p></p><p>However, this next bit is the most telling thing you've said so far:</p><p></p><p> It is not appropriate for <strong>one</strong> power in <strong>one</strong> class to change the whole tone of a campaign.</p><p></p><p>If nothing else screamed <strong>broken</strong> before, this alone would be enough to do it.</p><p></p><p>Again, if you don't like the core 4e rules, just change them explicitly. If you want free, unmetered healing during a short rest, just make that house rule and be done. Don't demand that the whole campaign's tone hinge on one dude playing a Cleric, and picking that one power. Even if it weren't broken, it'd be unfair to all the other Leader classes.</p><p></p><p>But it <strong>is</strong> broken, and it should go away.</p><p></p><p>Cheers, -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 4884313, member: 6562"] I'll say it as clearly as I can: I've never heard of any group playing with explicitly free & unmetered out-of-combat healing during anything but an extended rest. I'm asking you to back up your claim that some groups do this. See, this is why it's better to address arguments. Now we can clear this up. Actually, what I said was that I didn't like daily powers like CLW, because they implicitly add Surges. "I don't like" is different from "it is broken". I've got no problem with Cure Light Wounds being in the game from a balance standpoint, though it does muck up my calculations, and therefore I don't like it from an aesthetic standpoint. The game without this Cleric power: all rests must be 5 minutes or 6 hours. That's 4e for you. If you have a problem with that, you have a problem with 4e's core rules. This power introduces a grey area, where before there was clarity. That's bad design. Nope. I'm telling you that there is already a way DMs and PCs interact: players pick short or extended rests, or they choose not to rest at all. It's a very clear choice, and the risks of each ought to be distinct and easy to understand. Adding an arbitrarily long chain of short rests muddies the waters. Again: clarity good, muddy bad. ... an extended rest. 4e has this already. Nobody says you must fight more than once per day. If you like full healing, you don't need this power in the game to get it. Every group I've seen stop anyway, surges or not, when few Daily attack powers remain. All you're doing is removing a managed resource from a game of resource management. They'll run out of other resources eventually, but you haven't improved the game. All you've done is remove some of the challenge. However, this next bit is the most telling thing you've said so far: It is not appropriate for [b]one[/b] power in [b]one[/b] class to change the whole tone of a campaign. If nothing else screamed [b]broken[/b] before, this alone would be enough to do it. Again, if you don't like the core 4e rules, just change them explicitly. If you want free, unmetered healing during a short rest, just make that house rule and be done. Don't demand that the whole campaign's tone hinge on one dude playing a Cleric, and picking that one power. Even if it weren't broken, it'd be unfair to all the other Leader classes. But it [b]is[/b] broken, and it should go away. Cheers, -- N [/QUOTE]
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