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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Raising encounter limits on healing.
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<blockquote data-quote="Kannon" data-source="post: 5539383" data-attributes="member: 95097"><p>They were a little... tactically unsound at first, though they have been improving. The biggest problem so far has been someone dropping while everyone was out of healing due to a baddie getting a nasty roll or lucky crit. (Oddly enough, this group prefers to use second wind before leader healing if at all possible, just for the defensive bonuses.).</p><p></p><p>Last encounter we tried out an experimental arena rule that if stabilized with a heal check, you could spend a surge and get up, and that fixed my main problem. A PC being on the ground and bleeding is no fun for anyone involved. It gives me one less target to mess with, and has a player basically sitting out.</p><p></p><p>And I've pulled a few punches, downgrading a crit that would have instakilled a player, comes to mind. 28 damage on a bloodied 21hp max character? Ouch. It still very nearly killed them outright. Dark sun monsters are nasty.</p><p></p><p>Just to be clear, I'm usually more along the lines of an Angry DM... I'm just pragmatic enough to know that instakills when players are playing well is not conductive to having players to mess with. I'm quite happy with players going into negative HP, and not shy about player kills. (Traditionally, it's a good first session if I get the defender or leader into negative HP. I managed both.)</p><p></p><p>I just don't like having to pull punches, is all. </p><p></p><p>And I do appreciate the concerns about balance, and reasons for it. So I won't be putting that into practice any time soon. But it is a new campaign, with new characters, so they haven't had time to get hard to kill yet. And I can always hand out defensive boons, if need be.</p><p></p><p>And I may be playing the monsters too clever. They've been fighting smart monsters, or dumb monsters with smart handlers so far, though.</p></blockquote><p></p>
[QUOTE="Kannon, post: 5539383, member: 95097"] They were a little... tactically unsound at first, though they have been improving. The biggest problem so far has been someone dropping while everyone was out of healing due to a baddie getting a nasty roll or lucky crit. (Oddly enough, this group prefers to use second wind before leader healing if at all possible, just for the defensive bonuses.). Last encounter we tried out an experimental arena rule that if stabilized with a heal check, you could spend a surge and get up, and that fixed my main problem. A PC being on the ground and bleeding is no fun for anyone involved. It gives me one less target to mess with, and has a player basically sitting out. And I've pulled a few punches, downgrading a crit that would have instakilled a player, comes to mind. 28 damage on a bloodied 21hp max character? Ouch. It still very nearly killed them outright. Dark sun monsters are nasty. Just to be clear, I'm usually more along the lines of an Angry DM... I'm just pragmatic enough to know that instakills when players are playing well is not conductive to having players to mess with. I'm quite happy with players going into negative HP, and not shy about player kills. (Traditionally, it's a good first session if I get the defender or leader into negative HP. I managed both.) I just don't like having to pull punches, is all. And I do appreciate the concerns about balance, and reasons for it. So I won't be putting that into practice any time soon. But it is a new campaign, with new characters, so they haven't had time to get hard to kill yet. And I can always hand out defensive boons, if need be. And I may be playing the monsters too clever. They've been fighting smart monsters, or dumb monsters with smart handlers so far, though. [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Raising encounter limits on healing.
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