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Getting healing right
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<blockquote data-quote="WalterKovacs" data-source="post: 4238786" data-attributes="member: 63763"><p>Perhaps. But with spellcasters, everyone one of their resources is daily. They have to include "will I need this later in the day" as part of their decision to cast anything.</p><p></p><p>That includes the Cleric's healing. [Not to mention the even more long term planning of, when it's justifiable to use a wand or potion since that's a constantly available resource].</p><p></p><p>By having per encounter powers [which do MORE than the basic attack damage] and even some at-will powers that do more than the basic damage ... you have options that you can use every fight, so the strategy is when to use them during the encounter. This includes Second Wind, the Cleric's healing word [he gets two ... but that only gives SOME members of the party extra healing ... there will probably be more than just 2 characters].</p><p></p><p>There are still some daily powers that need to be considered, such as the Cure Light and the Lay on Hands. However, burning through all your dailies still leaves you with quite a bit of power at your finger tips.</p><p></p><p>Ultimately, a party can probably continue having encounters until they run out of healing surges ... when you have 0 healing surges, you probably also burned through most of the dailies. That should be a time to have an extended rest.</p><p> </p><p></p><p></p><p>Yes, a smart party could get into one fight, leave and spend 24 hours getting everything back. Of course a smart party may not use up all of their daily resources in a single encounter. And a DM with a "smart" party may not allow them to adventure for 2 hours, rest for 6 hours and thus have 3 "days" a day ... because the rules are on the DMs side of saying 1 extended rest per day. And, in some situations, it isn't easy to just back out of the dungeon. As you get deeper into the dungeon it's harder to just back out. And of course, that's one specific type of adventure you are talking about. In many other situations, you can't simply go away and come back the next day. </p><p></p><p>It could be very easy for ANY version of D&D to turn into the 5-minute adventuring day. However, it requires for the players to play that way, and the DM to allow it. That has nothing to do with the system. In fact, this system means that, even with their dailies gone, the PCs still have a lot they can do in a fight, which at least means that a DM doesn't have to be as sympathetic to the wizard that burned through all his high level spells in the first encounter so they "have" to sleep.</p><p></p><p></p><p></p><p>And so do the monsters. And the monsters also have lots of hitpoints [unless they are minions] and your attacks, as you pointed out, aren't always for a lot of damage [at-wills/basic attacks especially].</p><p></p><p></p><p></p><p>As has been pointed out ... there was NEVER lasting effects for damage outside of special additional rules. You are at half hit points on your 3.5 PC. So your arm was crushed by an owlbear's claws. Are you taking a penalty to using your two-handed weapon? No? But your arm is crushed. Of course, that is just what you've chosen to describe your injury.</p><p></p><p>HP are a very vague concept that do not literally translate to INJURIES ... especially as there is no side effect to losing HP until you are made unconcious, dying or dead. [Now, bloodied, which triggers some combat modifiers for you or your opponent].</p><p></p><p></p><p></p><p>You are assuming the PCs win the fights very quickly. Given the example of the 85 HP, 12 sure, 22 HP per surge fighter against a monster that does, let's say, an average of 10 damage per round.</p><p></p><p>He can last 8 rounds before a healing surge, get 2 more rounds from that second wind, about 3 rounds from the cleric using his word. That's about 13 rounds. Now, other people also have to contend with other monsters. An important thing to remember is that, while few monsters will have healing surges, they will likely have the extra hit points built in. While attacks and defenses scale up ... damage output does not. The main scaling damage appears to be magical weapons which give a +1 to damage for every five levels.</p><p></p><p>So the fights will likely be longer ... which means that even a monster that only does a small ammount of damage will have a better chance of eventually wearing down a fighter.</p><p></p><p>Now, between fights, you can likely get yourself back up to full health before the next fight ... but that is because most encounters are assumed to be facing a party that is ready for them. It's no longer necessary for a DM to put the party against monsters in the most inopportune of circumstances to make the fight challenging. </p><p></p><p></p><p></p><p>The respawn costs money. The save points are only there if the DM allows it, and the players agree on playing that way.</p><p></p><p>Saying, "the game doesn't expressly prevent bad players and bad DMs from making the game boring" doesn't say much.</p><p></p><p>They've prevented the NEED for the 5-minute game day. A DM doesn't have to take pity on a group that uses up it's daily's too quickly ... they can still do ok with per encounter powers. It is VERY hard to use up all your healing surges very quickly.</p><p></p><p>Just a question, have you actually tried playing an encounter yet? Or are you basing your assumption of how the game will be played entirely on hypotheticals and number crunching. Because the games that people have actually played differ greatly from your interpretation.</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 4238786, member: 63763"] Perhaps. But with spellcasters, everyone one of their resources is daily. They have to include "will I need this later in the day" as part of their decision to cast anything. That includes the Cleric's healing. [Not to mention the even more long term planning of, when it's justifiable to use a wand or potion since that's a constantly available resource]. By having per encounter powers [which do MORE than the basic attack damage] and even some at-will powers that do more than the basic damage ... you have options that you can use every fight, so the strategy is when to use them during the encounter. This includes Second Wind, the Cleric's healing word [he gets two ... but that only gives SOME members of the party extra healing ... there will probably be more than just 2 characters]. There are still some daily powers that need to be considered, such as the Cure Light and the Lay on Hands. However, burning through all your dailies still leaves you with quite a bit of power at your finger tips. Ultimately, a party can probably continue having encounters until they run out of healing surges ... when you have 0 healing surges, you probably also burned through most of the dailies. That should be a time to have an extended rest. Yes, a smart party could get into one fight, leave and spend 24 hours getting everything back. Of course a smart party may not use up all of their daily resources in a single encounter. And a DM with a "smart" party may not allow them to adventure for 2 hours, rest for 6 hours and thus have 3 "days" a day ... because the rules are on the DMs side of saying 1 extended rest per day. And, in some situations, it isn't easy to just back out of the dungeon. As you get deeper into the dungeon it's harder to just back out. And of course, that's one specific type of adventure you are talking about. In many other situations, you can't simply go away and come back the next day. It could be very easy for ANY version of D&D to turn into the 5-minute adventuring day. However, it requires for the players to play that way, and the DM to allow it. That has nothing to do with the system. In fact, this system means that, even with their dailies gone, the PCs still have a lot they can do in a fight, which at least means that a DM doesn't have to be as sympathetic to the wizard that burned through all his high level spells in the first encounter so they "have" to sleep. And so do the monsters. And the monsters also have lots of hitpoints [unless they are minions] and your attacks, as you pointed out, aren't always for a lot of damage [at-wills/basic attacks especially]. As has been pointed out ... there was NEVER lasting effects for damage outside of special additional rules. You are at half hit points on your 3.5 PC. So your arm was crushed by an owlbear's claws. Are you taking a penalty to using your two-handed weapon? No? But your arm is crushed. Of course, that is just what you've chosen to describe your injury. HP are a very vague concept that do not literally translate to INJURIES ... especially as there is no side effect to losing HP until you are made unconcious, dying or dead. [Now, bloodied, which triggers some combat modifiers for you or your opponent]. You are assuming the PCs win the fights very quickly. Given the example of the 85 HP, 12 sure, 22 HP per surge fighter against a monster that does, let's say, an average of 10 damage per round. He can last 8 rounds before a healing surge, get 2 more rounds from that second wind, about 3 rounds from the cleric using his word. That's about 13 rounds. Now, other people also have to contend with other monsters. An important thing to remember is that, while few monsters will have healing surges, they will likely have the extra hit points built in. While attacks and defenses scale up ... damage output does not. The main scaling damage appears to be magical weapons which give a +1 to damage for every five levels. So the fights will likely be longer ... which means that even a monster that only does a small ammount of damage will have a better chance of eventually wearing down a fighter. Now, between fights, you can likely get yourself back up to full health before the next fight ... but that is because most encounters are assumed to be facing a party that is ready for them. It's no longer necessary for a DM to put the party against monsters in the most inopportune of circumstances to make the fight challenging. The respawn costs money. The save points are only there if the DM allows it, and the players agree on playing that way. Saying, "the game doesn't expressly prevent bad players and bad DMs from making the game boring" doesn't say much. They've prevented the NEED for the 5-minute game day. A DM doesn't have to take pity on a group that uses up it's daily's too quickly ... they can still do ok with per encounter powers. It is VERY hard to use up all your healing surges very quickly. Just a question, have you actually tried playing an encounter yet? Or are you basing your assumption of how the game will be played entirely on hypotheticals and number crunching. Because the games that people have actually played differ greatly from your interpretation. [/QUOTE]
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