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*Pathfinder & Starfinder
Surge and Healing
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<blockquote data-quote="Markn" data-source="post: 4920545" data-attributes="member: 21827"><p>Agreed. That is one of the things I like about the idea.</p><p></p><p>You've responded to some threads I've started in the past and you echoed similar experiences in that you have seen 0 deaths. (maybe 1 - can't remember the exact amount) </p><p></p><p>At any rate, it just feels the threat of death isn't there. I really like the idea of healing surges, I just think they have been executed entirely wrong. Combine this with the low damage that monsters do and you have the makings of a pretty easy game. If a DM tries to increase the difficulty of the fights then you get 3 hour combats that STILL aren't threatening and feel more grindy. </p><p></p><p>The major drawback to my current experiment has been that no one wants healing unless its from the best source, in this case the cleric. His healing word at 15th level does 6d6 + 11 on top of the healing surge. So when the Warlord/Paladin/Wizard who MC'd as a cleric asks if anyone needs healing the players all respond with "yes, but we'll wait for the cleric". So while fights are more tense at times, they also have spawned the added drawback to some of the players fun because their class power is now devalued since it does not compare to the clerics. </p><p></p><p>In addition to this, I've been looking at the math a bit more in terms of monster damage. At level 1, where I feel most fights present a danger, the average hit by the average monster with an at-will power does about 8 damage. This accounts for better than 25% damage to most PC's and even more if you are a wizard. By level 15, the average damage is about 15 give or take a few points. By this point, that equates to about 12.5% of most classes and about 18% for the wizard. In my estimation, its way too low. Couple this with even more abilities to trigger healing (so much so that my group almost never uses a second wind) and its easy to see why fights just aren't dangerous. Finally, add on the fact that players feel invincible as long as they see a number above 3 beside their healing surge score and you get players doing tactically silly things because they can get away with it.</p><p></p><p>It's really a vicious cycle and one thats not easy to deal with.</p></blockquote><p></p>
[QUOTE="Markn, post: 4920545, member: 21827"] Agreed. That is one of the things I like about the idea. You've responded to some threads I've started in the past and you echoed similar experiences in that you have seen 0 deaths. (maybe 1 - can't remember the exact amount) At any rate, it just feels the threat of death isn't there. I really like the idea of healing surges, I just think they have been executed entirely wrong. Combine this with the low damage that monsters do and you have the makings of a pretty easy game. If a DM tries to increase the difficulty of the fights then you get 3 hour combats that STILL aren't threatening and feel more grindy. The major drawback to my current experiment has been that no one wants healing unless its from the best source, in this case the cleric. His healing word at 15th level does 6d6 + 11 on top of the healing surge. So when the Warlord/Paladin/Wizard who MC'd as a cleric asks if anyone needs healing the players all respond with "yes, but we'll wait for the cleric". So while fights are more tense at times, they also have spawned the added drawback to some of the players fun because their class power is now devalued since it does not compare to the clerics. In addition to this, I've been looking at the math a bit more in terms of monster damage. At level 1, where I feel most fights present a danger, the average hit by the average monster with an at-will power does about 8 damage. This accounts for better than 25% damage to most PC's and even more if you are a wizard. By level 15, the average damage is about 15 give or take a few points. By this point, that equates to about 12.5% of most classes and about 18% for the wizard. In my estimation, its way too low. Couple this with even more abilities to trigger healing (so much so that my group almost never uses a second wind) and its easy to see why fights just aren't dangerous. Finally, add on the fact that players feel invincible as long as they see a number above 3 beside their healing surge score and you get players doing tactically silly things because they can get away with it. It's really a vicious cycle and one thats not easy to deal with. [/QUOTE]
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