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To Heal or Not to Heal
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<blockquote data-quote="Ahnehnois" data-source="post: 5874290" data-attributes="member: 17106"><p>I don't want required classes (or "roles") either.</p><p></p><p>It seems to me that if you want characters to face several difficult combats in a row, you either have to acknowledge consequences (and have damage and loss of resources make the battles consecutively harder) or handwave them (have encounter powers and healing surges). People get annoyed either way, because this is a stylistic consideration; in some styles of fiction, heroes get hurt and in some they don't. Thus the need for rules options.</p><p></p><p>I think there's a lot of room to expand the role of the Heal skill, and to make in-combat magical healing more difficult, requiring the cleric to really focus on healing to be good at it and making the default assumption that you fight through combat with whatever you have.</p><p></p><p>I think a lot of the conceptual problems about healing disappear if you acknowledge the split in hit points by using some kind of vp/wp concept. If you can "heal" subdual/vitality/etc. damage with a second wind, that allows meaningful in-combat healing without breaking immersion, and allows for serious wounds to be treated in interesting and varied ways ways (again, based on style). It also makes quick out-of-combat healing more plausible, and allows for more options on that front as well.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 5874290, member: 17106"] I don't want required classes (or "roles") either. It seems to me that if you want characters to face several difficult combats in a row, you either have to acknowledge consequences (and have damage and loss of resources make the battles consecutively harder) or handwave them (have encounter powers and healing surges). People get annoyed either way, because this is a stylistic consideration; in some styles of fiction, heroes get hurt and in some they don't. Thus the need for rules options. I think there's a lot of room to expand the role of the Heal skill, and to make in-combat magical healing more difficult, requiring the cleric to really focus on healing to be good at it and making the default assumption that you fight through combat with whatever you have. I think a lot of the conceptual problems about healing disappear if you acknowledge the split in hit points by using some kind of vp/wp concept. If you can "heal" subdual/vitality/etc. damage with a second wind, that allows meaningful in-combat healing without breaking immersion, and allows for serious wounds to be treated in interesting and varied ways ways (again, based on style). It also makes quick out-of-combat healing more plausible, and allows for more options on that front as well. [/QUOTE]
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To Heal or Not to Heal
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