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General Tabletop Discussion
*Dungeons & Dragons
The Problem with Healing Powercreep
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<blockquote data-quote="Staffan" data-source="post: 9462458" data-attributes="member: 907"><p>When you design a game you need to determine how you want healing to work.</p><p></p><p>Do you want healing to be a thing people do in combat? In that case, it needs to be strong enough that spending your action on it is a good use of that action, alternately that it doesn't use up an action. If you also have large reserves of potential healing (e.g. lots of spell slots), this can lead to fights turning into a slog, so you might want to limit how much healing can be brought to bear in any one battle. You probably also want damage to be high compared to the amount of hit points people have to make the healing relevant.</p><p></p><p>Do you want healing to be a thing primarily done between fights to make sure you're ready for the next one? In that case, healing doesn't need to be strong, but it needs to be abundant.</p><p></p><p>Do you want healing to be a thing primarily done between fights but also something you need to carefully ration? Again, it probably shouldn't be very strong and should also be scarce.</p><p></p><p>Do you want healing to be a common thing or something exclusively the domain of particular characters? That determines whether it should be a spell that's only on particular spell lists or if it's a core ability of characters.</p><p></p><p>Some of these options can be combined. For example, 4e allowed characters to self-heal once per combat as a (weakish) action, but leader-types could allow them to heal additional times but only twice per combat (thrice at high levels). In addition, people could heal up between fights, with a ceiling on how much they could heal in total that was fairly high but not unlimited.</p></blockquote><p></p>
[QUOTE="Staffan, post: 9462458, member: 907"] When you design a game you need to determine how you want healing to work. Do you want healing to be a thing people do in combat? In that case, it needs to be strong enough that spending your action on it is a good use of that action, alternately that it doesn't use up an action. If you also have large reserves of potential healing (e.g. lots of spell slots), this can lead to fights turning into a slog, so you might want to limit how much healing can be brought to bear in any one battle. You probably also want damage to be high compared to the amount of hit points people have to make the healing relevant. Do you want healing to be a thing primarily done between fights to make sure you're ready for the next one? In that case, healing doesn't need to be strong, but it needs to be abundant. Do you want healing to be a thing primarily done between fights but also something you need to carefully ration? Again, it probably shouldn't be very strong and should also be scarce. Do you want healing to be a common thing or something exclusively the domain of particular characters? That determines whether it should be a spell that's only on particular spell lists or if it's a core ability of characters. Some of these options can be combined. For example, 4e allowed characters to self-heal once per combat as a (weakish) action, but leader-types could allow them to heal additional times but only twice per combat (thrice at high levels). In addition, people could heal up between fights, with a ceiling on how much they could heal in total that was fairly high but not unlimited. [/QUOTE]
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The Problem with Healing Powercreep
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