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General Tabletop Discussion
*Pathfinder & Starfinder
Healing as an Afterthought
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<blockquote data-quote="Mengu" data-source="post: 5730854" data-attributes="member: 65726"><p>Healing as a minor action or as part of another action meets one of the primary goals of healing in 4e. It doesn't take away from a character's normal standard actions. The old "Cure X Wounds wand wielder" role has gone away, and this is a positive change. In a 5 round encounter, if the leader needs to spend 2 standard actions healing, 40% of his time is basically taken up by boredom. And we go back to the days of, who wants to play the leader. I would not recommend changing healing to a standard action. It will simply encourage everyone to play a dwarf, or pick up other powers that let them spend surges as part of another action. Action economy is rather important in 4e because combat happens fast (maybe not in minutes, but definitely in rounds).</p><p></p><p>As for the short work day problem, whenever I felt I needed a longer work day, I as DM, provided methods of regaining surges or daily powers. Maybe in the middle of a siege, the PC's are all but spent. A military leader gives an inspirational speech, and the PC's all recover a few surges and maybe the lowest level daily attack power they have spent. You could also preplan the long day, and provide an oncoming storm type rest, where during their extended rest before the long day, they gain an extra healing surge, and wake up with temporary hit points equal to their surge value. Before they embark on their journey, the priests who are sending them on a quest may provide them with a hero's feast of some sort, that lets them use their lowest level daily attack power twice during this day (but once per encounter). Similarly, in time sensitive moments, where even a short rest isn't particularly possible, I've had partial rests, where they may spend a surge, and recover an encounter power.</p><p></p><p>Conversely on short adventuring days, I may say the night was stormy, the boat was rocking all night, and your rest was frequently disturbed, so you wake up with 2 fewer surges. Or I may insert skill challenges that tax resources forcing them to spend surges, dailies, and the like. An in combat skill challenge could involve feeding surges to close a gate, while fending off wights that drain surges.</p><p></p><p>I like the limited nature of the daily resources, so the PC's learn to manage them for any length of adventuring day they might be facing. I'm fortunate enough to have players who don't metagame their daily resources, and follow the adventure, performing what their characters would do despite running low on resources. There is nothing quite so satisfactory as going into your last battle with 2 surges and 1 daily in the whole party, and emerging victorious.</p></blockquote><p></p>
[QUOTE="Mengu, post: 5730854, member: 65726"] Healing as a minor action or as part of another action meets one of the primary goals of healing in 4e. It doesn't take away from a character's normal standard actions. The old "Cure X Wounds wand wielder" role has gone away, and this is a positive change. In a 5 round encounter, if the leader needs to spend 2 standard actions healing, 40% of his time is basically taken up by boredom. And we go back to the days of, who wants to play the leader. I would not recommend changing healing to a standard action. It will simply encourage everyone to play a dwarf, or pick up other powers that let them spend surges as part of another action. Action economy is rather important in 4e because combat happens fast (maybe not in minutes, but definitely in rounds). As for the short work day problem, whenever I felt I needed a longer work day, I as DM, provided methods of regaining surges or daily powers. Maybe in the middle of a siege, the PC's are all but spent. A military leader gives an inspirational speech, and the PC's all recover a few surges and maybe the lowest level daily attack power they have spent. You could also preplan the long day, and provide an oncoming storm type rest, where during their extended rest before the long day, they gain an extra healing surge, and wake up with temporary hit points equal to their surge value. Before they embark on their journey, the priests who are sending them on a quest may provide them with a hero's feast of some sort, that lets them use their lowest level daily attack power twice during this day (but once per encounter). Similarly, in time sensitive moments, where even a short rest isn't particularly possible, I've had partial rests, where they may spend a surge, and recover an encounter power. Conversely on short adventuring days, I may say the night was stormy, the boat was rocking all night, and your rest was frequently disturbed, so you wake up with 2 fewer surges. Or I may insert skill challenges that tax resources forcing them to spend surges, dailies, and the like. An in combat skill challenge could involve feeding surges to close a gate, while fending off wights that drain surges. I like the limited nature of the daily resources, so the PC's learn to manage them for any length of adventuring day they might be facing. I'm fortunate enough to have players who don't metagame their daily resources, and follow the adventure, performing what their characters would do despite running low on resources. There is nothing quite so satisfactory as going into your last battle with 2 surges and 1 daily in the whole party, and emerging victorious. [/QUOTE]
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