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The "real" reason the game has changed.
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<blockquote data-quote="Mort" data-source="post: 5430780" data-attributes="member: 762"><p>The difference between 4e and 3e on this front is an illusion. In 3e the cleric simply unloads all of his healing spells before a rest (or converts any spells left into healing etc.) and everyone rises "fresh as a daisy" as you put it - 4e merely took away the handwaiving. As to being out of commission, the healing surge mechanic provides a way for the players to really feal threatened. I've been reading a lot of Robert E. Howard's Conan recently and the healing surge mechanic would actually do the storytelling justice. If nothing else, it FINALY separates healing from clerics and divine magic so the group does not have to be so reliant on the healer at any level worth mentioning.</p><p></p><p></p><p></p><p>Often yes. The 4e mechanic is actually not bad for this, from a modeling standpoint. For example a few sessions ago 2 PCs were afflicted with filth fever. Suddenly extended rests become a bit dangerous: You have to make an endurance check - failing 1 means -2 to all defenses, failing 2 (after a 2nd extended rest) means -2 to all defenses means loss of all healing surges until cured! Poisons have a similar track.</p><p></p><p>A person with the heal skill may substitute it for the endurance check.</p><p></p><p>Plus the cure disease ritual is actually quite cool (I wish they used the mechanic with more rituals) - The healer rolls a heal skill and the result dictates how much damage (or outright death) the target suffers. The cure may well be worse than the disease, making it interesting as opposed to a button to simply push.</p><p></p><p>So IME - health has taken more of a center stage (for the better IMO) than it used to.</p><p></p><p></p><p></p><p></p><p>Again, maybe it's because I'm running ebberron but the mechanics have been getting in the way less than they used to (btw reading the Darksun stuff, I can see the mechanics fitting quite well too).</p></blockquote><p></p>
[QUOTE="Mort, post: 5430780, member: 762"] The difference between 4e and 3e on this front is an illusion. In 3e the cleric simply unloads all of his healing spells before a rest (or converts any spells left into healing etc.) and everyone rises "fresh as a daisy" as you put it - 4e merely took away the handwaiving. As to being out of commission, the healing surge mechanic provides a way for the players to really feal threatened. I've been reading a lot of Robert E. Howard's Conan recently and the healing surge mechanic would actually do the storytelling justice. If nothing else, it FINALY separates healing from clerics and divine magic so the group does not have to be so reliant on the healer at any level worth mentioning. Often yes. The 4e mechanic is actually not bad for this, from a modeling standpoint. For example a few sessions ago 2 PCs were afflicted with filth fever. Suddenly extended rests become a bit dangerous: You have to make an endurance check - failing 1 means -2 to all defenses, failing 2 (after a 2nd extended rest) means -2 to all defenses means loss of all healing surges until cured! Poisons have a similar track. A person with the heal skill may substitute it for the endurance check. Plus the cure disease ritual is actually quite cool (I wish they used the mechanic with more rituals) - The healer rolls a heal skill and the result dictates how much damage (or outright death) the target suffers. The cure may well be worse than the disease, making it interesting as opposed to a button to simply push. So IME - health has taken more of a center stage (for the better IMO) than it used to. Again, maybe it's because I'm running ebberron but the mechanics have been getting in the way less than they used to (btw reading the Darksun stuff, I can see the mechanics fitting quite well too). [/QUOTE]
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