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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Touch of Healing [Reserve] feat from Complete Champion Excerpt
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<blockquote data-quote="Henry" data-source="post: 3508730" data-attributes="member: 158"><p>Well, consider the following: As is, any Martial Adepts in the group (Swordsages, etc.) retrieve all of their abilities within 1 minute of combat ending. Mages with reserve feats can generate small fireballs, lightning bolts, ranged damage, etc. on the fly, and never use a single spell with the exception of maybe flinging their largest spells for the climactic encounters. The Factotums can do almost all of their abilities at will, and regain them within 1 minute of use (only two exceptions are their healing/turning, and their spells). Now, the cleric can heal an entire group back to full by taking about 30 rounds or less out of combat; there will before long, I do not doubt, a feat that allows a cleric to cure 1 point of ability damage per round to fix any and all damage there.</p><p></p><p>Over in the new Star Wars game, all force-users will regain their powers in 1 minute's rest. This is another example of the "per-encounter" design noted above.</p><p></p><p>There may be indeed 1 or 2 instances, given current rules now, where a party will have to dip into its daily resources. However, all of it is evidence of a path toward the very popular option of simply having all resources renew at the end of a combat or non-combat encounter, and not have to worry about the next encounter, whether it be combat or not. Taken to its ultimate conclusion, you're looking at characters whose only worry is if the villain is overpowering enough to smash them outright, rather than worrying if the villain will wear them down - because he can't. (Given current D&D spells, it's pretty easy to hide from your enemies for 1 minute's time, long enough to come back at full strength and kick butt. Heck, a forcecube spell would do it in most cases.) Hide out, heal up with your 30 to 270 points of reserve healing per minute, come back almost before the enemy knows you're gone.</p><p></p><p>If we were looking at 3 points per minute, or "regains 20% of abilities per hour of rest", or similar, it would be a different situation; but all you do is stop for a breather, and you can emerge completely or almost completely restored? For me, that's too much.</p></blockquote><p></p>
[QUOTE="Henry, post: 3508730, member: 158"] Well, consider the following: As is, any Martial Adepts in the group (Swordsages, etc.) retrieve all of their abilities within 1 minute of combat ending. Mages with reserve feats can generate small fireballs, lightning bolts, ranged damage, etc. on the fly, and never use a single spell with the exception of maybe flinging their largest spells for the climactic encounters. The Factotums can do almost all of their abilities at will, and regain them within 1 minute of use (only two exceptions are their healing/turning, and their spells). Now, the cleric can heal an entire group back to full by taking about 30 rounds or less out of combat; there will before long, I do not doubt, a feat that allows a cleric to cure 1 point of ability damage per round to fix any and all damage there. Over in the new Star Wars game, all force-users will regain their powers in 1 minute's rest. This is another example of the "per-encounter" design noted above. There may be indeed 1 or 2 instances, given current rules now, where a party will have to dip into its daily resources. However, all of it is evidence of a path toward the very popular option of simply having all resources renew at the end of a combat or non-combat encounter, and not have to worry about the next encounter, whether it be combat or not. Taken to its ultimate conclusion, you're looking at characters whose only worry is if the villain is overpowering enough to smash them outright, rather than worrying if the villain will wear them down - because he can't. (Given current D&D spells, it's pretty easy to hide from your enemies for 1 minute's time, long enough to come back at full strength and kick butt. Heck, a forcecube spell would do it in most cases.) Hide out, heal up with your 30 to 270 points of reserve healing per minute, come back almost before the enemy knows you're gone. If we were looking at 3 points per minute, or "regains 20% of abilities per hour of rest", or similar, it would be a different situation; but all you do is stop for a breather, and you can emerge completely or almost completely restored? For me, that's too much. [/QUOTE]
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Touch of Healing [Reserve] feat from Complete Champion Excerpt
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