If I had to add an ideal additional player to my group, it'd be a skilled artist with a cubic ass-ton of miniatures.![]()
Remember, this is 4e -- paladins don't have to be Lawful Good.Oooh! What's the Paladin's stance on that?
My first inclination was to say no, but then I figured what the hell; it would turn a vaguely useful permanent magic item into a very useful one-adventure magic item, it was creative, and it made complete sense in an adventure that requires stealth. Reducing movement by one square made the decision into something that wasn't a no-brainer.
"Ze game remains ze same. Ze game remains ze same!"I am also thrilled to hear how much fun you guys are having. [...] It's nice to hear that the game remains the game, essentially.
So far my initial concerns aren't justified. There is just as much roleplaying, just as much behind-the-scenes maneuvering, and just as much character interaction -- with far easier DM prep, faster and more tactically rich combat (now that the learning curve for each player's powers is diminishing), and a longer adventuring day. Yeah, I'm having a blast, enough that I'm starting a second campaign in three weeks for different players....but running a campaign with it had me slightly concerned, because I haven't DM-ed it, yet. It's nice to hear that the game remains the game, essentially.
It seems a little silly to me, at least, that the Heal skill only benefits the healing of wounds in mid-combat. (And even then, it just makes the healing faster, not stronger.) Once the combat is over, having someone with a high Heal skill gives you absolutely no benefit at all.It also bothers Blackjack that his healing skill wasn't appreciably useful outside of combat.
Now see, you don't really make a big deal out of this, but this is, IMHO, one of the most important DM-ings lessons I think I've taken away from you, over the years. Finding ways to say 'Yes' to the players instead of saying 'No'.
It seems a little silly to me, at least, that the Heal skill only benefits the healing of wounds in mid-combat. (And even then, it just makes the healing faster, not stronger.) Once the combat is over, having someone with a high Heal skill gives you absolutely no benefit at all.
It's a consequence of 4e's more cinematic approach to healing (e.g. "a good night's sleep heals all injuries"), really.
It doesn't make me regret my character concept, mind you, and once the combat was over, I still spent time checking in with all the injured parties and applying salves and bandages and the like, even though doing so gave no tangible in-game benefits.
It also bothers Blackjack that his healing skill wasn't appreciably useful outside of combat. He did use it with great effect when Logan was having his head munched on, though, darting in to give him a free surge mid-combat.
Heal: You can use this skill to 'aid another' who is using healing surges after an encounter to heal up. If you succeed at the DC10 'aid another' check, they get +2 added to their healing surge value.
I really like Plane Sailing's ideas, but would you please post your house rule here as well, Rel?I have a houserule that addresses both of these issues (being fully healed after an extended rest and making Heal useful outside combat). I can post about it if you're interested.