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General Tabletop Discussion
*Pathfinder & Starfinder
So, if you've accepted the Warlock's 9d6 Eldritch Blast; what if it healed?
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<blockquote data-quote="Koewn" data-source="post: 2166817" data-attributes="member: 13172"><p>True, that. The good and bad part about d20 is that it's simple; especially the damage, healing, and 'time' measurements.</p><p></p><p>Combat and most activities don't make a PC just plain old 'tired'. Hacking through a gelatinous cube should wear someone out for a day. Channelling divine power should make someone ready for a nap. Releasing the arcane magicks pent up in your brain since dawn ought to perhaps give you a touch of a headache. The motion control involved in sneaking across the courtyard at night, tumbling behind barrels to avoid guards and sapping the ones you can't ought to make a rogue want to steal a bed.</p><p></p><p>But it doesn't, so 'unlimited healing' becomes a logistical nightmare. What this 'damage point pool' does in the end is force the issue of only so much being able to be done in a day. You'd have the exact same problem with a party that keeps itself in Cure X items- wands, potions, etc. Granted they have to spend money to do this; but they can make more money becuase they've got more healing, so they can make more money, so they can buy more healing, so they can make more money, so they can by more crack...(oops. Wrong commercial) - because they can poke monsters for 16 hours a day.</p><p></p><p>Anyway. Not that it matters. This isn't a class you can introduce into a DND game without wrapping an alternate system around it. It was worth the post just to see the points I'd have missed, and to work out what would have to be changed in DND itself to accomodate it.</p><p></p><p>Koewn</p></blockquote><p></p>
[QUOTE="Koewn, post: 2166817, member: 13172"] True, that. The good and bad part about d20 is that it's simple; especially the damage, healing, and 'time' measurements. Combat and most activities don't make a PC just plain old 'tired'. Hacking through a gelatinous cube should wear someone out for a day. Channelling divine power should make someone ready for a nap. Releasing the arcane magicks pent up in your brain since dawn ought to perhaps give you a touch of a headache. The motion control involved in sneaking across the courtyard at night, tumbling behind barrels to avoid guards and sapping the ones you can't ought to make a rogue want to steal a bed. But it doesn't, so 'unlimited healing' becomes a logistical nightmare. What this 'damage point pool' does in the end is force the issue of only so much being able to be done in a day. You'd have the exact same problem with a party that keeps itself in Cure X items- wands, potions, etc. Granted they have to spend money to do this; but they can make more money becuase they've got more healing, so they can make more money, so they can buy more healing, so they can make more money, so they can by more crack...(oops. Wrong commercial) - because they can poke monsters for 16 hours a day. Anyway. Not that it matters. This isn't a class you can introduce into a DND game without wrapping an alternate system around it. It was worth the post just to see the points I'd have missed, and to work out what would have to be changed in DND itself to accomodate it. Koewn [/QUOTE]
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So, if you've accepted the Warlock's 9d6 Eldritch Blast; what if it healed?
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