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The Problem with Healing Powercreep
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<blockquote data-quote="tetrasodium" data-source="post: 9449956" data-attributes="member: 93670"><p>Sure, but the amount of stuff PCs are designed to handle during the <em>expected</em> adventuring day should absolutely bow deeply to the realities or actual gameplay. If it takes a month of weekly sessions to churn through it all while still making room for the other two pillars of gameplay the design failed because everyone forgot too much from the simple passage of time since the adventure started. Point four in the Hickman manifesto was a super important component of the whole. Six to eight medium to hard encounters with monsters built assuming lower level PCs equipped with starting gear fails so miserably that any effort to work around it just shifts around the problems needing to be fixed by the gm.</p><p></p><p></p><p></p><p>That's an oversimplification that masks the opportunity costs involved. Getting the relevant cure spell<em> -or- </em>the craft wands feat was pretty eazy for a lot of caster builds. Getting both tended to involve some meaningful opportunity costs that are into CharOp enough to meaningfully eat into the gains with an offset elsewhere.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9449956, member: 93670"] Sure, but the amount of stuff PCs are designed to handle during the [I]expected[/I] adventuring day should absolutely bow deeply to the realities or actual gameplay. If it takes a month of weekly sessions to churn through it all while still making room for the other two pillars of gameplay the design failed because everyone forgot too much from the simple passage of time since the adventure started. Point four in the Hickman manifesto was a super important component of the whole. Six to eight medium to hard encounters with monsters built assuming lower level PCs equipped with starting gear fails so miserably that any effort to work around it just shifts around the problems needing to be fixed by the gm. That's an oversimplification that masks the opportunity costs involved. Getting the relevant cure spell[I] -or- [/I]the craft wands feat was pretty eazy for a lot of caster builds. Getting both tended to involve some meaningful opportunity costs that are into CharOp enough to meaningfully eat into the gains with an offset elsewhere. [/QUOTE]
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The Problem with Healing Powercreep
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