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General Tabletop Discussion
*Pathfinder & Starfinder
How do we account for healing (and related abilities) for "min-max" or "powergaming"?
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<blockquote data-quote="Dr_Ruminahui" data-source="post: 5011955" data-attributes="member: 81104"><p>My own experience seems to mirror what has been said in this thread - healing is powerful.</p><p> </p><p>I've DMed a group (through lower heroic) with a laser cleric, taclord & chaladin (+a melee ranger & orbwizard), and basically nothing below ECL +4 even made the party sweat. That said, 4 encounters was generally their typical adventuring day, as the melee ranger would go through surges <em>fast</em>.</p><p> </p><p>The group I play in (also through lower heroic) only has a Str cleric for healing (+a rogue, starlock & a shield fighter) typically sweats with an ECL +3, but is able to have longer days - though things are easier now that I've swapped my warlock for a sorcerror (and MC-ed to bard), we've gained an invoker and our cleric has more healing abilities thanks to more levels and divine power.</p><p> </p><p>So I too am of the opinion that healing is really powerful in that it makes hard encounters easier, at the expense of having a shorter adventuring day (though, this is somewhat offset by powers that regenerate and to boosts to surge values).</p><p> </p><p>That said, while I do think healing is powerful, its not more powerful in a way that IMHO makes the game more fun - rather, IMHO, it makes encounters less dramatic by reducing the tension by allowing pretty much any character to regain hitpoints whenever they want. </p><p> </p><p>Additionally, its a wierd power curve - at lower difficulty levels, it likely has no effect, as it isn't needed. Then, as things get more difficult, healing becomes more powerful quite quickly. However, at a certain point the ability to heal doesn't make up for a decreased ability to "proactively heal" by killing stuff, and the power of healing drops off. My gut check is that the encounter difficulty level for a TPK on a high-healing party isn't that much greater than for a high-damage (and low healing) party, provided neither party has the ability to disengage (even they can, the high-healing party has a better chance to run away, as the healing gives them more time to realize how screwed they are, and a better chance of keeping members up after that.</p><p> </p><p>On a related note, I've encouraged my party's taclord (MC wizard) to become a hybrid - gives him more of that wizard feeling that he wants, plus that's one more healing trigger per encounter that I don't have chew through.</p></blockquote><p></p>
[QUOTE="Dr_Ruminahui, post: 5011955, member: 81104"] My own experience seems to mirror what has been said in this thread - healing is powerful. I've DMed a group (through lower heroic) with a laser cleric, taclord & chaladin (+a melee ranger & orbwizard), and basically nothing below ECL +4 even made the party sweat. That said, 4 encounters was generally their typical adventuring day, as the melee ranger would go through surges [I]fast[/I]. The group I play in (also through lower heroic) only has a Str cleric for healing (+a rogue, starlock & a shield fighter) typically sweats with an ECL +3, but is able to have longer days - though things are easier now that I've swapped my warlock for a sorcerror (and MC-ed to bard), we've gained an invoker and our cleric has more healing abilities thanks to more levels and divine power. So I too am of the opinion that healing is really powerful in that it makes hard encounters easier, at the expense of having a shorter adventuring day (though, this is somewhat offset by powers that regenerate and to boosts to surge values). That said, while I do think healing is powerful, its not more powerful in a way that IMHO makes the game more fun - rather, IMHO, it makes encounters less dramatic by reducing the tension by allowing pretty much any character to regain hitpoints whenever they want. Additionally, its a wierd power curve - at lower difficulty levels, it likely has no effect, as it isn't needed. Then, as things get more difficult, healing becomes more powerful quite quickly. However, at a certain point the ability to heal doesn't make up for a decreased ability to "proactively heal" by killing stuff, and the power of healing drops off. My gut check is that the encounter difficulty level for a TPK on a high-healing party isn't that much greater than for a high-damage (and low healing) party, provided neither party has the ability to disengage (even they can, the high-healing party has a better chance to run away, as the healing gives them more time to realize how screwed they are, and a better chance of keeping members up after that. On a related note, I've encouraged my party's taclord (MC wizard) to become a hybrid - gives him more of that wizard feeling that he wants, plus that's one more healing trigger per encounter that I don't have chew through. [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
How do we account for healing (and related abilities) for "min-max" or "powergaming"?
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