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Community
General Tabletop Discussion
D&D Older Editions
Healing and combat tension between 4e and Next
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<blockquote data-quote="RangerWickett" data-source="post: 6027095" data-attributes="member: 63"><p>I certainly accept that the specifics of combat balance will change. Obviously right now, monsters aren't as threatening as we're used to. But even after they change that, I want to make sure there are at least a few nods to "comeback pacing" in the game. </p><p></p><p>Like BobtheNob, I like abilities that you can't blow at the start of combat for an instant take-down. It doesn't have to be minor action healing. Maybe if they get HP thresholds figured out, those will work:</p><p></p><p>* Crap, we're dying here. But the dragon is down to under 50 hit points. I blow my combat superiority dice on Killing Embrace. The dragon gets a free attack on me, but I simultaneously get to attack, and if I hit, it's a crit that inflicts a horrible wound. ---- He got me in his jaws, but I drove my spear through his eye and pierced his brain. He flails and drops me, and we both fall limply to the ground.</p><p></p><p>Or</p><p></p><p>* I'm a necromancer, and my Death Spell does damage based on the number of monsters that have died in this combat. We've killed all the blackguards minions. Now I've just got to get close enough to touch the blackguard's chest, and he'll keel over.</p><p></p><p>Or</p><p></p><p>* You may strike me down, but by Pelor I curse you! May the sun's holy light sear your eyes so that you might never see its blessed rays again!</p><p></p><p>Or </p><p></p><p>* I'm a fire elementalist. There have to be at least three fires active for me to cast my most powerful spell. So early in the fight I shoot minor spells that create burning barriers or set fire to minions. Then I can finally cast Power Word Incinerate.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 6027095, member: 63"] I certainly accept that the specifics of combat balance will change. Obviously right now, monsters aren't as threatening as we're used to. But even after they change that, I want to make sure there are at least a few nods to "comeback pacing" in the game. Like BobtheNob, I like abilities that you can't blow at the start of combat for an instant take-down. It doesn't have to be minor action healing. Maybe if they get HP thresholds figured out, those will work: * Crap, we're dying here. But the dragon is down to under 50 hit points. I blow my combat superiority dice on Killing Embrace. The dragon gets a free attack on me, but I simultaneously get to attack, and if I hit, it's a crit that inflicts a horrible wound. ---- He got me in his jaws, but I drove my spear through his eye and pierced his brain. He flails and drops me, and we both fall limply to the ground. Or * I'm a necromancer, and my Death Spell does damage based on the number of monsters that have died in this combat. We've killed all the blackguards minions. Now I've just got to get close enough to touch the blackguard's chest, and he'll keel over. Or * You may strike me down, but by Pelor I curse you! May the sun's holy light sear your eyes so that you might never see its blessed rays again! Or * I'm a fire elementalist. There have to be at least three fires active for me to cast my most powerful spell. So early in the fight I shoot minor spells that create burning barriers or set fire to minions. Then I can finally cast Power Word Incinerate. [/QUOTE]
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Healing and combat tension between 4e and Next
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