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<blockquote data-quote="UngeheuerLich" data-source="post: 5703403" data-attributes="member: 59057"><p>Actually the healing surge mechanic is quite good. Two extra heals per leader is not bad either...</p><p></p><p>maybe second wind and healing surge need to be synonymous and leader heals should just allow you to use up your second wind with a little bonus... and maybe you get two second winds per combat...</p><p>once you assume that, adding more leaders would not help so much more, as your resources per fight are a bit more limited...</p><p></p><p>Also I would like to see some wounds that are not so easy to heal, and here rituals will have their place to remedy them. You could once again diferentate between lethal and nonlethal damage...</p><p></p><p>So yes, in combat "healing" is an abomination. But inspiring and taking a deep breath is not. (3rd edition made helaing always awailable... in older editions healing in combat realy costed a lot of resources)</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 5703403, member: 59057"] Actually the healing surge mechanic is quite good. Two extra heals per leader is not bad either... maybe second wind and healing surge need to be synonymous and leader heals should just allow you to use up your second wind with a little bonus... and maybe you get two second winds per combat... once you assume that, adding more leaders would not help so much more, as your resources per fight are a bit more limited... Also I would like to see some wounds that are not so easy to heal, and here rituals will have their place to remedy them. You could once again diferentate between lethal and nonlethal damage... So yes, in combat "healing" is an abomination. But inspiring and taking a deep breath is not. (3rd edition made helaing always awailable... in older editions healing in combat realy costed a lot of resources) [/QUOTE]
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