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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Surge and Healing
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<blockquote data-quote="keterys" data-source="post: 4920561" data-attributes="member: 43019"><p>Well, I think part of it depends on the difficulty of the campaign and the tactical abilities of the party.</p><p></p><p>For example, I play and DM an awful lot of LFR, which tends to have very few actually difficult combats. I most often play with a group of folks who are either pretty solid -or willing to listen-, so I've seen us traipse through fights that were near TPKs at adjacent tables.</p><p></p><p>When I DM, I actually intentionally set things up so damage gets spread around or is controllable (I like things like zones that deal damage if you end your turn in them, or lots of area attacks) so that no one gets away feeling they weren't hurt, but the danger of sending someone from 0 to dead is basically nil, so it's all in death saving throws at that point. I have had multiple situations where someone avoided death by a single save... </p><p></p><p>But yeah, I think more fights could be more exciting if people had less healing triggers, or at least the illusion that they have less healing triggers. Doing away with healing surges is one possible solution, but I think it has too strong an effect on certain powers that are actually quite solid normally, but are much hurt by not giving a bonus to heals- like healing strike, comeback strike, bastion of health, etc. It also makes life a lot harder for defenders. I mean, I played a defender in a level 1 mod the other day who was the only recipient of heals the entire night of 8 combats. No one else used or needed a healing word, but in two fights I really did need both heals <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Though, true, I didn't actually second wind either, but frankly I don't consider second wind particularly viable unless you're a dwarf because it's boring. Maybe more abilities should trigger your second wind (especially warden ones).</p><p></p><p>It is possible that certain abilities like those mentioned above could be bumped to have a bonus to their heal. Some could also be changed to heal a flat amount instead of a surge, or to not cost a surge (frankly, Comeback Strike could just heal without costing a surge)</p></blockquote><p></p>
[QUOTE="keterys, post: 4920561, member: 43019"] Well, I think part of it depends on the difficulty of the campaign and the tactical abilities of the party. For example, I play and DM an awful lot of LFR, which tends to have very few actually difficult combats. I most often play with a group of folks who are either pretty solid -or willing to listen-, so I've seen us traipse through fights that were near TPKs at adjacent tables. When I DM, I actually intentionally set things up so damage gets spread around or is controllable (I like things like zones that deal damage if you end your turn in them, or lots of area attacks) so that no one gets away feeling they weren't hurt, but the danger of sending someone from 0 to dead is basically nil, so it's all in death saving throws at that point. I have had multiple situations where someone avoided death by a single save... But yeah, I think more fights could be more exciting if people had less healing triggers, or at least the illusion that they have less healing triggers. Doing away with healing surges is one possible solution, but I think it has too strong an effect on certain powers that are actually quite solid normally, but are much hurt by not giving a bonus to heals- like healing strike, comeback strike, bastion of health, etc. It also makes life a lot harder for defenders. I mean, I played a defender in a level 1 mod the other day who was the only recipient of heals the entire night of 8 combats. No one else used or needed a healing word, but in two fights I really did need both heals :) Though, true, I didn't actually second wind either, but frankly I don't consider second wind particularly viable unless you're a dwarf because it's boring. Maybe more abilities should trigger your second wind (especially warden ones). It is possible that certain abilities like those mentioned above could be bumped to have a bonus to their heal. Some could also be changed to heal a flat amount instead of a surge, or to not cost a surge (frankly, Comeback Strike could just heal without costing a surge) [/QUOTE]
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