Sir ThornCrest
First Post
healing and attrition...
All combat/war will come down to attrition. Loss of arms, armor, hit points, offensive or defensive spells and of course healing. The ability to heal troops or party members is probably one of the most powerful. If the day after a huge battle a large % of your wounded are back and ready to fight and your enemies are down for the count....major advantage!
Thorncrest
I
All combat/war will come down to attrition. Loss of arms, armor, hit points, offensive or defensive spells and of course healing. The ability to heal troops or party members is probably one of the most powerful. If the day after a huge battle a large % of your wounded are back and ready to fight and your enemies are down for the count....major advantage!
Thorncrest
I
Ace said:The problem with limiting magical healing is that it really slows down play
The games go from fight till we are low on resources, often 2 or 3 battles enough for an an evening -- to Fight till you hurt than run away and recoup.
It also makes field recovery a pain. A badly injured group in D&D may only need to rest 2 days in the field -- 1 to get back spells and cast em -- another for full recovery and its back to the game
Changing this means you get a lot more run away from the monster/dungeon/plot and rest for 2 weeks in a safe location -- not a good outcome
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