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How many GMs use Divine Channeling to revive unconscious opponents?
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<blockquote data-quote="Sunseeker" data-source="post: 6194801"><p>I think one of the reasons I dislike 3.5 and it's offshoots(such as pathfinder) is it's overreliance on feats to do <em>everything</em>, from minor, to major alterations to how a character will play. I find feats are best utilised for "specilized training" within the realm of a given class, and I don't particularly feel that stuff like deciding who gets hurt/healed by your healing requires that level of specialized training. I'd rather my characters take a feat that alters their play in an interesting and creative fashion, rather than bog themselves down with feat taxes.</p><p></p><p>I really wish that feats were bought with a point-system so that there would be more granularity between feats that alter things significantly and feats that don't, because obviously not all feats are created equal.</p><p></p><p></p><p>Channel Positive Energy is just the example we're running with in this thread. I do allow Channel Negative Energy to directed in the same fashion.</p><p></p><p></p><p>Right, and I do mention some things to players when, regardless if they are aware of it or not, could have unintended negative consequences. It's really a lot of "How well do I know this player?" Some folks like to take risks and are willing to suffer the consequences, some aren't, the best I can say generally is that if you're playing with mature players, they'll be aware of the risks and won't need reminding. If you're not, well...that's another issue.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6194801"] I think one of the reasons I dislike 3.5 and it's offshoots(such as pathfinder) is it's overreliance on feats to do [I]everything[/I], from minor, to major alterations to how a character will play. I find feats are best utilised for "specilized training" within the realm of a given class, and I don't particularly feel that stuff like deciding who gets hurt/healed by your healing requires that level of specialized training. I'd rather my characters take a feat that alters their play in an interesting and creative fashion, rather than bog themselves down with feat taxes. I really wish that feats were bought with a point-system so that there would be more granularity between feats that alter things significantly and feats that don't, because obviously not all feats are created equal. Channel Positive Energy is just the example we're running with in this thread. I do allow Channel Negative Energy to directed in the same fashion. Right, and I do mention some things to players when, regardless if they are aware of it or not, could have unintended negative consequences. It's really a lot of "How well do I know this player?" Some folks like to take risks and are willing to suffer the consequences, some aren't, the best I can say generally is that if you're playing with mature players, they'll be aware of the risks and won't need reminding. If you're not, well...that's another issue. [/QUOTE]
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Community
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How many GMs use Divine Channeling to revive unconscious opponents?
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