gweinel
Explorer
Healing seems to be a great issue in DnD Next.
As many have stated (including devs and players) has to do with the pace of the game and the combat mechanics (how easy or not to hit, how strong or weak are the monsters etc.)
What is your feelings of the new - experimental (and old) rules?
I suppose most of you have no problem...
However I am greatly dissapointed. These rules create a game that i cannot enjoy. Imho, as it stands now the healing mechanics in the game have as focus to full your hit points in the course of the day. This is not my style of game. It is not that the pace is faster. It is that healing is too easy. It deprives from the battle the lethality and the sense of danger, since you ll be ok in several hours. Simpy it ruins my immersion while I play the game. The playtest's healing mechanics changes (in comparrison with my preffered game style) the strategy of resources that a player can deploy during the game. So, the strategy of a group/dm is different if you start your day with half of your hit points from a day when you start with full hp.
Are they sure target to gather all the major dnd playing styles? If they do I can't see it. My preffered style was that kind of game that exists from 1st to 3rd edition and i don't see to capture this feeling with DnDnext.
ps. I have playtested the slower healing mechanic and even the more "gritty" mode was really a bad mechanic. The healing was too much and too erratic. One moment the pc was at -6 and the next round he had full hps. This is not what i have in my mind a gritty game btw.
ps2. Since the healing mechanic is tied to combat and monster system, house ruling is not an option. I don't have so much time to invest in this (changing everything) and anyway I tried it to 4e edition and it didn't work.
As many have stated (including devs and players) has to do with the pace of the game and the combat mechanics (how easy or not to hit, how strong or weak are the monsters etc.)
What is your feelings of the new - experimental (and old) rules?
I suppose most of you have no problem...
However I am greatly dissapointed. These rules create a game that i cannot enjoy. Imho, as it stands now the healing mechanics in the game have as focus to full your hit points in the course of the day. This is not my style of game. It is not that the pace is faster. It is that healing is too easy. It deprives from the battle the lethality and the sense of danger, since you ll be ok in several hours. Simpy it ruins my immersion while I play the game. The playtest's healing mechanics changes (in comparrison with my preffered game style) the strategy of resources that a player can deploy during the game. So, the strategy of a group/dm is different if you start your day with half of your hit points from a day when you start with full hp.
Are they sure target to gather all the major dnd playing styles? If they do I can't see it. My preffered style was that kind of game that exists from 1st to 3rd edition and i don't see to capture this feeling with DnDnext.
ps. I have playtested the slower healing mechanic and even the more "gritty" mode was really a bad mechanic. The healing was too much and too erratic. One moment the pc was at -6 and the next round he had full hps. This is not what i have in my mind a gritty game btw.
ps2. Since the healing mechanic is tied to combat and monster system, house ruling is not an option. I don't have so much time to invest in this (changing everything) and anyway I tried it to 4e edition and it didn't work.