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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="keterys" data-source="post: 5012701" data-attributes="member: 43019"><p>Only when conditions are an issue, which varies quite a bit from game to game.</p><p></p><p>I've heard of games where the DMs focus so much on daze and stun that the average fight is 18 rounds long and they barely get to act every other round. Personally, I tend to do ongoing damage and slow/immobilize a lot, but daze, weaken, stun get pulled out for more special occasions, and I rarely use more than two things you can save against in one fight.</p><p></p><p>For example, my LFR warlord found the feat which gives my party a save when they action point not particularly useful compared to almost any other option. Part of it is because people don't hold onto their AP until they need the save, but another part is just that I only found saves particularly useful once an adventure, if that.</p><p></p><p>I still consider getting rid of Shake It Off for that reason, and I don't particularly care for any other 6th or 2nd level options in that power slot. Warlord attacks which grant saves no longer hold my interest. I'd maybe consider a daily that gave everyone a save. Maybe. </p><p></p><p>Sacred Flame, though, is an extremely good power. Versatility is a good thing there, and it's not really taking up the slot of a more effective power.</p></blockquote><p></p>
[QUOTE="keterys, post: 5012701, member: 43019"] Only when conditions are an issue, which varies quite a bit from game to game. I've heard of games where the DMs focus so much on daze and stun that the average fight is 18 rounds long and they barely get to act every other round. Personally, I tend to do ongoing damage and slow/immobilize a lot, but daze, weaken, stun get pulled out for more special occasions, and I rarely use more than two things you can save against in one fight. For example, my LFR warlord found the feat which gives my party a save when they action point not particularly useful compared to almost any other option. Part of it is because people don't hold onto their AP until they need the save, but another part is just that I only found saves particularly useful once an adventure, if that. I still consider getting rid of Shake It Off for that reason, and I don't particularly care for any other 6th or 2nd level options in that power slot. Warlord attacks which grant saves no longer hold my interest. I'd maybe consider a daily that gave everyone a save. Maybe. Sacred Flame, though, is an extremely good power. Versatility is a good thing there, and it's not really taking up the slot of a more effective power. [/QUOTE]
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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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