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General Tabletop Discussion
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How much effect on ECL should Fast Healing have?
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<blockquote data-quote="Anubis" data-source="post: 402204" data-attributes="member: 2358"><p>Actually, you saying "stupidest" is. That's not a word.</p><p></p><p></p><p></p><p>Your argument is invalid. First, there's no guarantee that the character with fast healing is gonna take 10 damage every round. Second, you only get 10 hit points back per round. Third, there are plenty of things out there that can dish out far more than 10 points of damage per round.</p><p></p><p>As such, fast healing 10 is only ECL +1. For the first few levels, it's pretty good, but not all-powerful. After about Level 5, fast healing 10 ain't doing too much for you. The hill giant that can dish out 40 damage per round without breaking a sweat will laugh at your fast healing 10.</p><p></p><p></p><p></p><p>That +50 is invalid, as I have already shown. As for healing all damage between battles, what does that matter? Assuming Level 5, with an average maximum of about 30, you're maybe saving 3 or 4 charges of the Wand of Cure Light Wounds that any intelligent players carry several of by Level 5. At Level 10, you're maybe saving 10 charges per battle. After that, the cost of a Wand of Cure Light Wounds is so miniscule that it doesn't matter. Healing between battles is a moot point that really doesn't change the outcome of the debate.</p><p></p><p></p><p></p><p>Would you like to test that hypothesis? A wolf, by the revised system, is normal CR 1/2. With fast healing, the CR would be 1. Either way, the wolf has 13 hit points. If a Level 2 party can't deal 13 points of damage in a single round, there is something wrong with the players. Two hits should take the thing out easily.</p><p></p><p></p><p></p><p>Perhaps I'll bring UK over here. If you still want to continue debating, I'm sure he can explain it better than I can.</p></blockquote><p></p>
[QUOTE="Anubis, post: 402204, member: 2358"] Actually, you saying "stupidest" is. That's not a word. Your argument is invalid. First, there's no guarantee that the character with fast healing is gonna take 10 damage every round. Second, you only get 10 hit points back per round. Third, there are plenty of things out there that can dish out far more than 10 points of damage per round. As such, fast healing 10 is only ECL +1. For the first few levels, it's pretty good, but not all-powerful. After about Level 5, fast healing 10 ain't doing too much for you. The hill giant that can dish out 40 damage per round without breaking a sweat will laugh at your fast healing 10. That +50 is invalid, as I have already shown. As for healing all damage between battles, what does that matter? Assuming Level 5, with an average maximum of about 30, you're maybe saving 3 or 4 charges of the Wand of Cure Light Wounds that any intelligent players carry several of by Level 5. At Level 10, you're maybe saving 10 charges per battle. After that, the cost of a Wand of Cure Light Wounds is so miniscule that it doesn't matter. Healing between battles is a moot point that really doesn't change the outcome of the debate. Would you like to test that hypothesis? A wolf, by the revised system, is normal CR 1/2. With fast healing, the CR would be 1. Either way, the wolf has 13 hit points. If a Level 2 party can't deal 13 points of damage in a single round, there is something wrong with the players. Two hits should take the thing out easily. Perhaps I'll bring UK over here. If you still want to continue debating, I'm sure he can explain it better than I can. [/QUOTE]
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How much effect on ECL should Fast Healing have?
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