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Stars/Worlds Without Number (General Thread)
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<blockquote data-quote="Yora" data-source="post: 8379030" data-attributes="member: 6670763"><p>Of all the rules in Worlds Without Number, there is one that stands out to me as looking particularly dubious, and that's the Healer's Healing Touch ability. The unlimited healing potential gets countered by the wonderfully looking System Strain mechanic, but still Healing Touch looks like it's too good.</p><p></p><p>The basic Healing Touch heals 2d6 as a Main action at touch range.</p><p>Empowered Healer heals 2d6+level.</p><p>Far Healer has a range of 10 feet per level. (Which is about everyone in a fight by 3rd level.)</p><p>Swift Healer enables healing as an On Turn Action one time per level per day.</p><p></p><p>Purge Ailment and Refined Restoration are so good players will probably pick them before taking all three of the above Healing Touch improvement, but by sixth level they have five Healer Arts, and 2d6+6 healing at 60 feet range, and up to six times per day as an On Turn Action is really quite potent. A warrior who can get into a chokepoint to be attacked by only one or two enemies at a time with a healer supporting him can hold those enemies back until he maxes out his System Strain. 12 hp healed on average, 12 times, that's 144 hp worth of healing, compared to having 37 hit point. And if he reaches his limit, someone else in the party can take over and the Healer continue to pump unlimited healing. Of course, the party wpuld be in real trouble after that being almost unable to heal for the next week or two, but still...</p><p></p><p>But it's how easy magical healing deals with bringing people back who went down that actually feels strange to me. If you go down, someone has to make a moderately difficult Heal skill check. If you survive, you can get back up after 10 minutes with 1 hp. You are then frail and can't heal naturally until you get 1 week of rest or 1 hour of surgery. There's also neat rules for first aid.</p><p>I really like the sound of that system. But instead of all of that, getting Healing touch gets rid of all of that. One Healing Touch, potentially at range, and your back to full fighting ability.</p><p></p><p>I just can't see any group going anywhere without one of the PCs being a healer. Being a special half-class and the way dual-classing works, being a an expert/healer or warrior/healer really isn't that much of a sacrifice. They keep getting their hit points and can wear their regular armor, and experts still get their additional skill point each level and their regular attack bonus.</p><p>If all, or at least most parties have a healer with them, then the whole system of non-magical recovery becomes pretty much redundant.</p><p></p><p>One option I see is to say that magic healing does not automatically remove the frail condition, or that only Healing Touch does not. That would make healing potions relevant to parties with healers again.</p><p></p><p>But what are your thoughts on this?</p></blockquote><p></p>
[QUOTE="Yora, post: 8379030, member: 6670763"] Of all the rules in Worlds Without Number, there is one that stands out to me as looking particularly dubious, and that's the Healer's Healing Touch ability. The unlimited healing potential gets countered by the wonderfully looking System Strain mechanic, but still Healing Touch looks like it's too good. The basic Healing Touch heals 2d6 as a Main action at touch range. Empowered Healer heals 2d6+level. Far Healer has a range of 10 feet per level. (Which is about everyone in a fight by 3rd level.) Swift Healer enables healing as an On Turn Action one time per level per day. Purge Ailment and Refined Restoration are so good players will probably pick them before taking all three of the above Healing Touch improvement, but by sixth level they have five Healer Arts, and 2d6+6 healing at 60 feet range, and up to six times per day as an On Turn Action is really quite potent. A warrior who can get into a chokepoint to be attacked by only one or two enemies at a time with a healer supporting him can hold those enemies back until he maxes out his System Strain. 12 hp healed on average, 12 times, that's 144 hp worth of healing, compared to having 37 hit point. And if he reaches his limit, someone else in the party can take over and the Healer continue to pump unlimited healing. Of course, the party wpuld be in real trouble after that being almost unable to heal for the next week or two, but still... But it's how easy magical healing deals with bringing people back who went down that actually feels strange to me. If you go down, someone has to make a moderately difficult Heal skill check. If you survive, you can get back up after 10 minutes with 1 hp. You are then frail and can't heal naturally until you get 1 week of rest or 1 hour of surgery. There's also neat rules for first aid. I really like the sound of that system. But instead of all of that, getting Healing touch gets rid of all of that. One Healing Touch, potentially at range, and your back to full fighting ability. I just can't see any group going anywhere without one of the PCs being a healer. Being a special half-class and the way dual-classing works, being a an expert/healer or warrior/healer really isn't that much of a sacrifice. They keep getting their hit points and can wear their regular armor, and experts still get their additional skill point each level and their regular attack bonus. If all, or at least most parties have a healer with them, then the whole system of non-magical recovery becomes pretty much redundant. One option I see is to say that magic healing does not automatically remove the frail condition, or that only Healing Touch does not. That would make healing potions relevant to parties with healers again. But what are your thoughts on this? [/QUOTE]
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