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Reforms so you don't need healing surges
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<blockquote data-quote="ferratus" data-source="post: 5797042" data-attributes="member: 55966"><p>I presume that having potions do less healing would cause more of a healing potion problem. After all, if you need 4 healing potions to cure you to 100%, then you'll carry 4 healing potions right?</p><p></p><p></p><p></p><p>I like this compromise because it allows us to keep the "cure spells" intact for the platonists who want to have it "feel like D&D" but makes good mechanical sense. It also takes away the idea that higher level characters need more potions to heal, which is just as gamist as healing surges in my opinion.</p><p></p><p></p><p></p><p>This is good (along with limiting the amount of times for characters can accept healing magic) for getting players to rest (the opposite of the 15 min. adventuring day). It also gives you a palpable penalty for getting hit, and a reason to avoid damage even though you have plenty of healing available. That is certainly something I want to keep from healing surges.</p><p></p><p></p><p></p><p>Temporary hp don't seem to have provoked the backlash that healing surges have, even though they function pretty much the same way. Temporary hp for fighters and barbarians should definately be part of their build to reduce the amount of healing the cleric needs to do. If a barbarian regains 1d8 hp per round when raging, then after the fight he will be cut up, but he won't need to drain the cleric's spell slots to keep going.</p><p></p><p>I think it is also high time that armor gave out DR. You could argue that AC means that you hit less often, and therefore you are getting "damage resistance". However, in practice usually the DM wants his enemies to be able to hit (and scare) the fighter, not flail away uselessly just because the fighter is wearing plate. So DR would allow the DM to hit the fighter, while the fighter doesn't drain the cleric dry.</p></blockquote><p></p>
[QUOTE="ferratus, post: 5797042, member: 55966"] I presume that having potions do less healing would cause more of a healing potion problem. After all, if you need 4 healing potions to cure you to 100%, then you'll carry 4 healing potions right? I like this compromise because it allows us to keep the "cure spells" intact for the platonists who want to have it "feel like D&D" but makes good mechanical sense. It also takes away the idea that higher level characters need more potions to heal, which is just as gamist as healing surges in my opinion. This is good (along with limiting the amount of times for characters can accept healing magic) for getting players to rest (the opposite of the 15 min. adventuring day). It also gives you a palpable penalty for getting hit, and a reason to avoid damage even though you have plenty of healing available. That is certainly something I want to keep from healing surges. Temporary hp don't seem to have provoked the backlash that healing surges have, even though they function pretty much the same way. Temporary hp for fighters and barbarians should definately be part of their build to reduce the amount of healing the cleric needs to do. If a barbarian regains 1d8 hp per round when raging, then after the fight he will be cut up, but he won't need to drain the cleric's spell slots to keep going. I think it is also high time that armor gave out DR. You could argue that AC means that you hit less often, and therefore you are getting "damage resistance". However, in practice usually the DM wants his enemies to be able to hit (and scare) the fighter, not flail away uselessly just because the fighter is wearing plate. So DR would allow the DM to hit the fighter, while the fighter doesn't drain the cleric dry. [/QUOTE]
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Reforms so you don't need healing surges
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