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The Potion of Healing
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<blockquote data-quote="KarinsDad" data-source="post: 6339863" data-attributes="member: 2011"><p>I think you might be surprised at how much DMs learn from good debate or how much they find helpful for their games from people with different POVs.</p><p></p><p></p><p>One problem I have right now is that a few of my 4E players absolutely love Action Points because APs give them the opportunity to take charge of the encounter or to overcome adversity by a minor breaking of the normal rules (i.e. +1 standard action on a given turn in a given encounter).</p><p></p><p>I have nothing to offer them that makes up for that in 5E except Inspiration which is a bit of a poor substitute since it rarely helps a lot. Hitting 99% of the time instead of hitting 80% of the time means little compared to double damage (and other synergies) from action points (or 80% instead of 55%, or whatever). And most Inspiration is once a day per PC (if acquired) whereas APs in my 4E game are 3 to 5 times a day.</p><p></p><p>From what I can tell, I will probably have to hand out go to the well magic items (like wands) to allow them to "change the course of battle" because APs are no longer available to do that job. Some (if not all) of my players love changing the course of battle when the chips are down and the 5E PC abilities do not always allow for that.</p><p></p><p>Handing out go to the well magic items is an ok solution, but I would like to have a solution that does not always involve that.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 6339863, member: 2011"] I think you might be surprised at how much DMs learn from good debate or how much they find helpful for their games from people with different POVs. One problem I have right now is that a few of my 4E players absolutely love Action Points because APs give them the opportunity to take charge of the encounter or to overcome adversity by a minor breaking of the normal rules (i.e. +1 standard action on a given turn in a given encounter). I have nothing to offer them that makes up for that in 5E except Inspiration which is a bit of a poor substitute since it rarely helps a lot. Hitting 99% of the time instead of hitting 80% of the time means little compared to double damage (and other synergies) from action points (or 80% instead of 55%, or whatever). And most Inspiration is once a day per PC (if acquired) whereas APs in my 4E game are 3 to 5 times a day. From what I can tell, I will probably have to hand out go to the well magic items (like wands) to allow them to "change the course of battle" because APs are no longer available to do that job. Some (if not all) of my players love changing the course of battle when the chips are down and the 5E PC abilities do not always allow for that. Handing out go to the well magic items is an ok solution, but I would like to have a solution that does not always involve that. [/QUOTE]
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