Touch of Healing [Reserve] feat from Complete Champion Excerpt

backbeat said:
As a DM there will be no wearing down your PCs. Fighters will always be at 100% when they role initiative. I would be happier with the feat if it let you heal 1 Hp/round.

*evil laugh* oh so you want a bet on that? I am still pretty sure I can wear you guys down even if Mace ends up taking this feat, which I don't think he will.

edit: fyi I am th evil DM that runs campaigns for this poor bloke :) Just finished running thier 8-11th lvl gestalt party thru a dungeon where at the end boss they had about 2-3 spells left and most were pretty injured :) Was one of the greatest sessions I have DMed :)
 

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Twowolves said:
If resource management is so meaningless to you, maybe you should go play a superhero game. Or XboX.

I love the "video game" argument, where the plaintiff equates his least favourite style of roleplaying with a video game and heavily implies that's a bad thing because video games never have decent plots. It's so provably false, that they can't have played a decent video game in the last 12+ years.
 

Not a problem for me at all, for multiple reasons. In my Eberron game, the PCs usually have only a single fight on a given day, and more rarely two, with three having happened about thrice in nearly 60 sessions. So PCs running out of resources isn't something that ever happens and not something that I need to challenge them. I actually ruled that I will not track out-of-combat healing in the game, PCs don't have to tell me they're spending money on healing wands, and if there are a couple of minutes between fights, I assume they're at full hp.

So the reason this wouldn't show up in my game is because it's not necessary. We're there already :)
 

Also the "video game" argument ignores that fact that many video games DO have resource management in some form or another, especially computer/console RPGs.

Back on topic, regarding reserve feats in general:

I don't see a problem with allowing casters to have some tricks that they can do at will, while their "big tricks" can only be used a few times per day. I think Monte Cook even talked about tinkering with a variant magic system which would basically combine the concepts of warlocks for the lower level spells, but keep a vancian set up for the more powerful iconic spells. Since I'm not in the mood to revamp the entire magic system, I have no problem with just using the reserve feats.

In one game I'm in, we have an acid specialist wizard who keeps one energy substituted acid ball prepared (he is level 5) and then spends most combats against weaker foes using his "Acid Splort" (TM) Reserve Feat from just behind the front lines, and it seems to be working for him.

Now as for this feat in particular:

Assuming this feat works with no limitations, I'd actually expect it to see a lot more use by multiclassed clerics (or druids), paladins, and the like, even bards. This way they could parlay their lesser spell-casting into more healing. For example, I'm considering making a new 6th level shapeshift druid and this would be an excellent feat choice for her to make up for the delayed Cure _______ progression and lack of spontaneous healing. I could also see Favored Souls taking it so they won't need to bother with Cure Light Wounds.

As for general balance, I suppose it is a question of play style. If you prefer long, grueling, grinding dungeons, or long lasting mass combat against weaker foes, yes this will clearly come out ahead (as would other reserve feats, warlocks, sorcerers over wizards, fighters over Barbarians/paladins, etc). This won't be useful at all in the fight with the BBEG or any remotely dangerous foes though.


All in all, I like it.
 

Elemental said:
I love the "video game" argument, where the plaintiff equates his least favourite style of roleplaying with a video game and heavily implies that's a bad thing because video games never have decent plots. It's so provably false, that they can't have played a decent video game in the last 12+ years.

I don't dislike that style of gaming. I love superhero gaming, and I enjoy video games. I enjoy both for different reasons than I enjoy D&D. But it is a radical departure from the game I've been playing for over 20 years. It's not "I hate video games, bah!", it's "this is a vastly different game than I have been, or want to continue playing". Just because I like ice cream doesn't mean I want it on my pizza, or that I can't like both.

It's sad to say, but I think there is MORE resource management in video games now than there will be in the future of D&D. But to equate the direction D&D is headed to "video gamey" is NOT equivalent to Godwin's Law. It is a legitimate concern, and it should not be handwaved away or dismissed quite so easily.
 

Twowolves said:
But to equate the direction D&D is headed to "video gamey" is NOT equivalent to Godwin's Law. It is a legitimate concern....


No, it isn't a legitimate concern.

Unless you're saying Super Mario Brothers, Dance Dance Revolution, Final Fantasy, Morrowind, Streetfighter, Warcraft: Orcs versus Humans, and Tetris are all the same, and share features which Dungeons and Dragons also shares.

So saying "video gamey" means absolutely nothing, and will cause your argument to be ignored unless you are a bit more specific.
 

shilsen said:
Not a problem for me at all, for multiple reasons. In my Eberron game, the PCs usually have only a single fight on a given day, and more rarely two, with three having happened about thrice in nearly 60 sessions. So PCs running out of resources isn't something that ever happens and not something that I need to challenge them. I actually ruled that I will not track out-of-combat healing in the game, PCs don't have to tell me they're spending money on healing wands, and if there are a couple of minutes between fights, I assume they're at full hp.

So the reason this wouldn't show up in my game is because it's not necessary. We're there already :)
This is a good point--this reserve feat is unnecessary for games with that style of low battles per day, and games with that style can actually be completely awesome. Of course, no one would take this reserve feat in shil's game, and even if they did, it would never even possibly be a problem.

The problem is that there are many games, and in particular most published adventures, that do have these vast complexes with loads and loads of encounters, and I can speak for Shackled City when I say that those games would be cheapened and the fun lessened with the infinite healing Reserve Feat. And of course, players in this sort of game would be the first to line up to take the feat.

That's the trouble with things that are either harmless/useless or potentially game-changing/game-breaking depending on playstyle--players likely just won't take it if the style makes it useless, but they will when it is of massive utility.
 

Twowolves said:
It's sad to say, but I think there is MORE resource management in video games now than there will be in the future of D&D. But to equate the direction D&D is headed to "video gamey" is NOT equivalent to Godwin's Law. It is a legitimate concern, and it should not be handwaved away or dismissed quite so easily.

The problem is that it gets repeated a lot, without backing evidence. I've played Neverwinter Nights, and now World of Warcraft, and both of them contain a fair amount of resource management - as a warrior, I need to keep track of my equipment and upgrade it. I need to keep track of my food supplies and healing potions and other buffs, and earn enough to buy more. I need to keep track of my Rage and Hit points - do I let my hit points regenerate, but go into the next battle with no rage to fight with, or do I rush into the next battle with lower hit points but being able to use my powerful abilities from the beginning?

Of course, to a certain degree, it's a matter of taste - some folks on this thread like the new taste, some folks don't.
 


shilsen said:
Not a problem for me at all, for multiple reasons. In my Eberron game, the PCs usually have only a single fight on a given day, and more rarely two, with three having happened about thrice in nearly 60 sessions. So PCs running out of resources isn't something that ever happens and not something that I need to challenge them. I actually ruled that I will not track out-of-combat healing in the game, PCs don't have to tell me they're spending money on healing wands, and if there are a couple of minutes between fights, I assume they're at full hp.

So the reason this wouldn't show up in my game is because it's not necessary. We're there already :)

For one of my games it is because we use a modified version of the spell recharge magic variant in Unearthed Arcana. All healing spells can be cast infinitely, you just have to wait for a few rounds in between casting.
 

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