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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="AbdulAlhazred" data-source="post: 5012269" data-attributes="member: 82106"><p>What you're not factoring in is the opportunity cost of those healing powers. I agree, there's no reason to not use a healing power when it is needed, but sometimes what you need is damage output, not healing. </p><p></p><p>Consider a sort of "reductio ad absurdum" argument about healing. A party which has infinite healing and no damage output can win what? Nothing. In effect their healing capacity is valueless. The contrary situation, a party that can deliver infinite damage output and has no healing at all is obviously going to be able to win fights. Neither extreme is optimum, but it clearly illustrates what eamon is saying, healing is essentially a purely support function. </p><p></p><p>Fundamentally healing contributes to action economy. When a healing power shifts the action economy in favor of the party then it contributes to success. Any healing ability which doesn't do that is simply taking up resources that could be dedicated to winning. </p><p></p><p>What I've found is that up to the point where these abilities keep the party generally on its feet and free of serious debilitating conditions it increases success. Once you hit the point where its unlikely that party members will be down or disabled by a condition for an appreciable amount of time then piling on more healing capacity has a negative effect as it displaces the more primary function of reducing the enemy's action potential. Sooner or later you pile enough on that characters practically never go down, but fights also tend to go excessively long and you end up with the party drained of surges by the time they win. At that point the party is unable to proceed while the more balanced party wins quicker and can handle more fights.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5012269, member: 82106"] What you're not factoring in is the opportunity cost of those healing powers. I agree, there's no reason to not use a healing power when it is needed, but sometimes what you need is damage output, not healing. Consider a sort of "reductio ad absurdum" argument about healing. A party which has infinite healing and no damage output can win what? Nothing. In effect their healing capacity is valueless. The contrary situation, a party that can deliver infinite damage output and has no healing at all is obviously going to be able to win fights. Neither extreme is optimum, but it clearly illustrates what eamon is saying, healing is essentially a purely support function. Fundamentally healing contributes to action economy. When a healing power shifts the action economy in favor of the party then it contributes to success. Any healing ability which doesn't do that is simply taking up resources that could be dedicated to winning. What I've found is that up to the point where these abilities keep the party generally on its feet and free of serious debilitating conditions it increases success. Once you hit the point where its unlikely that party members will be down or disabled by a condition for an appreciable amount of time then piling on more healing capacity has a negative effect as it displaces the more primary function of reducing the enemy's action potential. Sooner or later you pile enough on that characters practically never go down, but fights also tend to go excessively long and you end up with the party drained of surges by the time they win. At that point the party is unable to proceed while the more balanced party wins quicker and can handle more fights. [/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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