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The Healing Spirit Nerf=Complete Overkill
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<blockquote data-quote="Helldritch" data-source="post: 8188564" data-attributes="member: 6855114"><p>1) The six to eight encounters per day is not a simple suggestion. It is the assumption in which the whole game is based upon. Not using it and wondering how come your game's derailed is almost hiding your head in the sand.</p><p></p><p>2) Monsters are not in stasis waiting for the players to enter their room, cave or whatever. They will hunt down intruders. They will track and find where the tiny hut will be (especially at mid levels) and it is always save tha even if it is not written in the stat block, some humanoids will be able to track or use beasts that can. Once the tiny hut is found, they will ambush the party.</p><p></p><p>3) A spell is as broken as you will it to be. If your players uses the same strategy over and over, foes should learn of it and you use it against them or find a way to make that strategy invalid. Dispel magic exists. Use it.</p><p></p><p>Often the same strategy shenanigan works because of</p><p></p><p>4) Stop using mono type encounters. Use varied type of monsters. Make these orcs have a few shamen/clerics/arcane casters. Have the dragon have a few kobolds sorcerers with him. </p><p></p><p>5) Make it clear that you will enforce the 6-8 encounters per day. Make random encounters. Make random encounters give no exp, no treasures and no equipment worth keeping. Also warn the players that random encounters do not count toward the total number of enemies in thw dungeon/castle/cave or whatever so that they will not be tempted to wait for them to come out.</p><p></p><p>Yes the last one is a bit heavy handed but once taken into account, it surprisingly pushes thing forward in no time.</p><p></p><p>6) Encourage players to take actions that are available but often forgotten. Dodve, push, shove are all actions that can be taken. Frontliners often take the dodge actions in my games to mitigaye incoming damage. Yes monster lasts a little bit longer but the damage they inflict is lessened. A shoved monster that falls prone is now an easy target for hand to hand combattants and they do use it for great effect. The monster is a bit too hard to hit? Athletics comes in and down prone it goes.</p><p></p><p>And monsters can use the same tactics too against the players. </p><p></p><p>7) If the players have a general idea of how magic works and its limitations, so do their intelligent foes. So stop playing monsters as if everytime they're hit with a spell as if rhwy do not know what is a spell. It oa like you telling me that I do not know what a gun can do because I do not own one. Spells from cantrip to level 5 shpuld not necessarily e common knowledge but should not be that mysterious. An M16 is not a revolver but anyone can tell it is dangerous and should be able to take actions when confronted by one ( even if it is only to flee). </p><p></p><p>Never had problem with healing spirit and do not feel the nerf was warranted either. Guess that every table is different. Or ia it because I follow my own advice ?</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8188564, member: 6855114"] 1) The six to eight encounters per day is not a simple suggestion. It is the assumption in which the whole game is based upon. Not using it and wondering how come your game's derailed is almost hiding your head in the sand. 2) Monsters are not in stasis waiting for the players to enter their room, cave or whatever. They will hunt down intruders. They will track and find where the tiny hut will be (especially at mid levels) and it is always save tha even if it is not written in the stat block, some humanoids will be able to track or use beasts that can. Once the tiny hut is found, they will ambush the party. 3) A spell is as broken as you will it to be. If your players uses the same strategy over and over, foes should learn of it and you use it against them or find a way to make that strategy invalid. Dispel magic exists. Use it. Often the same strategy shenanigan works because of 4) Stop using mono type encounters. Use varied type of monsters. Make these orcs have a few shamen/clerics/arcane casters. Have the dragon have a few kobolds sorcerers with him. 5) Make it clear that you will enforce the 6-8 encounters per day. Make random encounters. Make random encounters give no exp, no treasures and no equipment worth keeping. Also warn the players that random encounters do not count toward the total number of enemies in thw dungeon/castle/cave or whatever so that they will not be tempted to wait for them to come out. Yes the last one is a bit heavy handed but once taken into account, it surprisingly pushes thing forward in no time. 6) Encourage players to take actions that are available but often forgotten. Dodve, push, shove are all actions that can be taken. Frontliners often take the dodge actions in my games to mitigaye incoming damage. Yes monster lasts a little bit longer but the damage they inflict is lessened. A shoved monster that falls prone is now an easy target for hand to hand combattants and they do use it for great effect. The monster is a bit too hard to hit? Athletics comes in and down prone it goes. And monsters can use the same tactics too against the players. 7) If the players have a general idea of how magic works and its limitations, so do their intelligent foes. So stop playing monsters as if everytime they're hit with a spell as if rhwy do not know what is a spell. It oa like you telling me that I do not know what a gun can do because I do not own one. Spells from cantrip to level 5 shpuld not necessarily e common knowledge but should not be that mysterious. An M16 is not a revolver but anyone can tell it is dangerous and should be able to take actions when confronted by one ( even if it is only to flee). Never had problem with healing spirit and do not feel the nerf was warranted either. Guess that every table is different. Or ia it because I follow my own advice ? [/QUOTE]
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