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General Tabletop Discussion
*Pathfinder & Starfinder
improving Second Wind (Forked Thread: House Rule: Second Effort)
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<blockquote data-quote="CapnZapp" data-source="post: 4790985" data-attributes="member: 12731"><p>I sometimes feel healing's loaded the wrong way in 4E.</p><p></p><p>Wouldn't it have made more sense to make in-combat healing <em>weaker</em> than after-combat healing rather than stronger? </p><p></p><p>To make the game choices really interesting, the free heals (the minor Word powers) should do the least healing.</p><p></p><p>The not-so-free healing (i.e. Second Wind) should to average healing.</p><p></p><p>And the very costly healing (as in "you can't even do it until after the fight") should do the most healing.</p><p></p><p>This would optimize the cost/benefit decisions.</p><p></p><p></p><p>As it is now, Healing Word is a no-brainer. Okay, so at the very low cost of one minor action, I can do very convenient healing (at a range) that also happens to <em>yield the most hit points</em>.</p><p></p><p>WTF? </p><p></p><p>Compare the current rules with the following scenario:</p><p></p><ul> <li data-xf-list-type="ul"><span style="color: DarkOrange"><strong>Healing Word (& Co) gives your surge value in HP's regained.</strong></span></li> <li data-xf-list-type="ul"><span style="color: DarkOrange"><strong>Second Wind adds +1d6 to +6d6 to that value (depending on your level).</strong></span></li> <li data-xf-list-type="ul"><span style="color: DarkOrange"><strong>Short Rests adds you back to full HP at the cost of only one healing surge.</strong></span></li> </ul><p></p><p><em>Now</em> you would have to face really interesting choices, in the healing department.</p><p></p><p><em>Can anyone come up with any explanation why WotC blew their chances of creating an interesting resource management aspect for this sub-game by designing almost the inverse of what would be needed...?</em></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4790985, member: 12731"] I sometimes feel healing's loaded the wrong way in 4E. Wouldn't it have made more sense to make in-combat healing [I]weaker[/I] than after-combat healing rather than stronger? To make the game choices really interesting, the free heals (the minor Word powers) should do the least healing. The not-so-free healing (i.e. Second Wind) should to average healing. And the very costly healing (as in "you can't even do it until after the fight") should do the most healing. This would optimize the cost/benefit decisions. As it is now, Healing Word is a no-brainer. Okay, so at the very low cost of one minor action, I can do very convenient healing (at a range) that also happens to [I]yield the most hit points[/I]. WTF? Compare the current rules with the following scenario: [COLOR="DarkOrange"][B][LIST] [*]Healing Word (& Co) gives your surge value in HP's regained. [*]Second Wind adds +1d6 to +6d6 to that value (depending on your level). [*]Short Rests adds you back to full HP at the cost of only one healing surge. [/LIST] [/B][/COLOR] [I]Now[/I] you would have to face really interesting choices, in the healing department. [I]Can anyone come up with any explanation why WotC blew their chances of creating an interesting resource management aspect for this sub-game by designing almost the inverse of what would be needed...?[/I] [/QUOTE]
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improving Second Wind (Forked Thread: House Rule: Second Effort)
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