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*Dungeons & Dragons
The Healing Spirit Nerf=Complete Overkill
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<blockquote data-quote="Charlaquin" data-source="post: 8187419" data-attributes="member: 6779196"><p>I agree with your conclusion (healing spirit, while overtuned, was not broken, and the errata was a massive over-correction), but not your reasoning. I think your attempted steel man ironically reveals a distaste for the attrition-based model of difficulty (further supported by your defense of healing spirit on the basis that it “prevented frustrating retreats”) while underplaying the amount by which it ouperformed other healing spells.</p><p></p><p>I think a proper anti-healing spirit steelman would not focus on attrition because many games (perhaps most games) don’t follow that model, and healing spirit <em>still</em> outperforms other healing spells in games that don’t use attrition-based difficulty. Furthermore, the most effective way to use healing spirit was to use it out of combat, when the spell was clearly designed to be used in combat. When a spell is considerably more effective when used in a way that is counter to design intent than it is when used as intended, something is wrong.</p><p></p><p>Now, I do think the errata was terrible. Because while it addressed the exploit, it <em>also</em> made the spell considerably worse when used in combat, as intended. A proper fix would have impacted the spell’s in-combat functionality little if any. My recommendation would have been to simply make it grant temporary hit points.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8187419, member: 6779196"] I agree with your conclusion (healing spirit, while overtuned, was not broken, and the errata was a massive over-correction), but not your reasoning. I think your attempted steel man ironically reveals a distaste for the attrition-based model of difficulty (further supported by your defense of healing spirit on the basis that it “prevented frustrating retreats”) while underplaying the amount by which it ouperformed other healing spells. I think a proper anti-healing spirit steelman would not focus on attrition because many games (perhaps most games) don’t follow that model, and healing spirit [I]still[/I] outperforms other healing spells in games that don’t use attrition-based difficulty. Furthermore, the most effective way to use healing spirit was to use it out of combat, when the spell was clearly designed to be used in combat. When a spell is considerably more effective when used in a way that is counter to design intent than it is when used as intended, something is wrong. Now, I do think the errata was terrible. Because while it addressed the exploit, it [I]also[/I] made the spell considerably worse when used in combat, as intended. A proper fix would have impacted the spell’s in-combat functionality little if any. My recommendation would have been to simply make it grant temporary hit points. [/QUOTE]
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The Healing Spirit Nerf=Complete Overkill
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