Shabe
First Post
neoweasel said:this can be easily worked out with a minimum of fuss on both sides.
Like adding in Irontooth's twin brother, all you do is duplicate a monster, no work for you and the players don't even need to know
neoweasel said:this can be easily worked out with a minimum of fuss on both sides.
hong said:Uhh? Healing surges _are_ a limited resource, and this spell doesn't change that. The extra +1d6 healing does come in handy, though.
neoweasel said:As to the OP, I'd suggest you talk to your players about what's bothering you about their behavior. I'm quite sure that, so long as you are both willing to act like reasonable human beings, this can be easily worked out with a minimum of fuss on both sides.
Ruin Explorer said:The problem here is that the DM wants the players to behave in a tactically unsound manner in a tactics-heavy RPG. What they're doing is playing smart. What can he possibly say to them? "Guys I'd like you to be more dumb. Just until you're higher level!"
This really looks like a case of PEBDMS.
Ah yes, the +Wis modifier. Still, I don't think this should be considered as anything other than the due premium of having a healing class in the group.Mustrum_Ridcully said:On low levels, this comes close - hp are around 20 points, and a single surge is thus around 5 points of healing. It's more a 50 % increase, though IIRC, Clerics also add an ability modifier to their healing, so +100 % seems to fit.
Shabe said:Just to try and dispel the ignorance here, what the heck is a case of PEBDMS?