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Free healing with Life Transference
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<blockquote data-quote="DracoSuave" data-source="post: 4884594" data-attributes="member: 71571"><p>My claim is that some groups would like to have this option available. That's not the same, or even -close to the same- has houseruling away the spending of surges outside of combat. </p><p></p><p></p><p></p><p>That's what I meant by 'tone-breaking' as opposed to 'game-breaking.' A manner of aesthetics. Which isn't relevant to a discussion on whether a mechanic is broken or not.</p><p></p><p></p><p></p><p>All rests are those lengths. But not all time periods between encounters. Restful Healing is proof enough that using encounter powers outside of encounters to heal is a part of the game. As well, the existance of rules -for- using powers outside of encounters.</p><p></p><p>So, no, there IS an area between that, Rules. As. Written.</p><p></p><p>No, I don't have a problem with that. You do. Remember?</p><p></p><p></p><p></p><p>Which grey area is this exactly? I've always -known- you could Healing Word outside of an encounter, then rest, and repeat. The developers have added support to increase the power of healing during rest.</p><p></p><p>Where is this grey area, because it seems to only exist for you, but not for me, and not for the game itself.</p><p></p><p></p><p></p><p>Again, support for lengths of time between encounters longer than five minutes and shorter than six hours exist, Rules as Written. I can't make that any clearer.</p><p></p><p>If not, please explain what Restful Healing does, because under your understanding, Ze Goggles do Nothing.</p><p></p><p></p><p></p><p>How so? You tell the players they have so-and-so many minutes to complete the adventure, the players then spend those minutes on encounters and rests as they see fit.</p><p></p><p>Simple as that.</p><p></p><p></p><p></p><p>It -is- clear tho. You're just choosing to allow personal aesthetics get in the way of a clear understanding of how the rules work. </p><p></p><p></p><p></p><p>You have two hours to save the princess before the big bad uses his evil ritual to destroy the world. </p><p></p><p>Extended rest at your own risk.</p><p></p><p></p><p></p><p>Not at all. All it does is remove the need for that resource -for one single aspect- of the game, while retaining it for other, more dramatic aspects.</p><p></p><p>If this is more fun for the party, it is not a bad thing. If it is less fun, it is a bad thing.</p><p></p><p>That's simplicity right there.</p><p></p><p></p><p></p><p>It only removes the challenge in campaigns designed around that specific challenge. And I said, flat out, it isn't appropriate in those games. In games where that challenge isn't relevant, there is no change in challenge by the implementation.</p><p></p><p></p><p></p><p>No, it is not appropriate for it to do so. That's why the DM has the right to veto it for reasons such as 'It doesn't fit the campaign tone.' I believe we are in agreement about that.</p><p></p><p>But this isn't a discussion about that fundamental right of a DM. It's a discussion on whether or not the ability is game-breaking, a conversation you've managed to avoid.</p><p></p><p></p><p></p><p>I have addressed this point already. Tone-breaking is not game-breaking. Both are a reason for DM veto, but both are not the same thing. I gave examples of how they are not.</p><p></p><p></p><p></p><p>We're discussing whether or not this power breaks those core rules. Not your fundamental assumptions. Not one player's aesthetics, but whether it breaks the game. Whether the game is rendered unfun and unplayable, trivializing the entire challenge of it. Hell, does it even trivialize other Leader classes?</p><p></p><p>I can think of -many- reasons to bring a different Leader. Cause 'Free out of combat healing' just isn't that impactful in comparison to all the other upside the other leaders bring. The other leader classes have tons of upside--this is hardly a deal breaker for bringing one of them in. 'Can a Cleric Guileful Switch?' 'No.' 'Then I think we can make do without that small benefit.'</p><p></p><p>Because it -isn't- a huge benefit, in terms of surviving combats in many campaigns.</p><p></p><p>That's the simple fact you have to determine. Does it break the combat? Or does it simply allow for more combats. That's it.</p><p></p><p>And is more combats a bad thing?</p><p></p><p></p><p></p><p>Prove this, then. Prove that it breaks the game. You've proven that it breaks your sense of aesthetics, and I admit that is a strong possibility for many games, and that -in those games- it isn't appropriate.</p><p></p><p></p><p></p><p>As an aside... you must hate the Artificer. Simply having him in the group means two free surges per day. That must make him the most powerful of the leaders without Transferance of Life.</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 4884594, member: 71571"] My claim is that some groups would like to have this option available. That's not the same, or even -close to the same- has houseruling away the spending of surges outside of combat. That's what I meant by 'tone-breaking' as opposed to 'game-breaking.' A manner of aesthetics. Which isn't relevant to a discussion on whether a mechanic is broken or not. All rests are those lengths. But not all time periods between encounters. Restful Healing is proof enough that using encounter powers outside of encounters to heal is a part of the game. As well, the existance of rules -for- using powers outside of encounters. So, no, there IS an area between that, Rules. As. Written. No, I don't have a problem with that. You do. Remember? Which grey area is this exactly? I've always -known- you could Healing Word outside of an encounter, then rest, and repeat. The developers have added support to increase the power of healing during rest. Where is this grey area, because it seems to only exist for you, but not for me, and not for the game itself. Again, support for lengths of time between encounters longer than five minutes and shorter than six hours exist, Rules as Written. I can't make that any clearer. If not, please explain what Restful Healing does, because under your understanding, Ze Goggles do Nothing. How so? You tell the players they have so-and-so many minutes to complete the adventure, the players then spend those minutes on encounters and rests as they see fit. Simple as that. It -is- clear tho. You're just choosing to allow personal aesthetics get in the way of a clear understanding of how the rules work. You have two hours to save the princess before the big bad uses his evil ritual to destroy the world. Extended rest at your own risk. Not at all. All it does is remove the need for that resource -for one single aspect- of the game, while retaining it for other, more dramatic aspects. If this is more fun for the party, it is not a bad thing. If it is less fun, it is a bad thing. That's simplicity right there. It only removes the challenge in campaigns designed around that specific challenge. And I said, flat out, it isn't appropriate in those games. In games where that challenge isn't relevant, there is no change in challenge by the implementation. No, it is not appropriate for it to do so. That's why the DM has the right to veto it for reasons such as 'It doesn't fit the campaign tone.' I believe we are in agreement about that. But this isn't a discussion about that fundamental right of a DM. It's a discussion on whether or not the ability is game-breaking, a conversation you've managed to avoid. I have addressed this point already. Tone-breaking is not game-breaking. Both are a reason for DM veto, but both are not the same thing. I gave examples of how they are not. We're discussing whether or not this power breaks those core rules. Not your fundamental assumptions. Not one player's aesthetics, but whether it breaks the game. Whether the game is rendered unfun and unplayable, trivializing the entire challenge of it. Hell, does it even trivialize other Leader classes? I can think of -many- reasons to bring a different Leader. Cause 'Free out of combat healing' just isn't that impactful in comparison to all the other upside the other leaders bring. The other leader classes have tons of upside--this is hardly a deal breaker for bringing one of them in. 'Can a Cleric Guileful Switch?' 'No.' 'Then I think we can make do without that small benefit.' Because it -isn't- a huge benefit, in terms of surviving combats in many campaigns. That's the simple fact you have to determine. Does it break the combat? Or does it simply allow for more combats. That's it. And is more combats a bad thing? Prove this, then. Prove that it breaks the game. You've proven that it breaks your sense of aesthetics, and I admit that is a strong possibility for many games, and that -in those games- it isn't appropriate. As an aside... you must hate the Artificer. Simply having him in the group means two free surges per day. That must make him the most powerful of the leaders without Transferance of Life. [/QUOTE]
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