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*Pathfinder & Starfinder
Touch of Healing [Reserve] feat from Complete Champion Excerpt
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<blockquote data-quote="Twowolves" data-source="post: 3510257" data-attributes="member: 18093"><p>Nowhere did I say I begrudged anyone for how they choose to play. In fact, if you read my earlier posts, I specifically state that what works for you is great for you, BUT it doesn't work for me. My problem is that with this second round of Complete books, these feats are moving the entire game towards a direction that is massively different that what I'm comfortable with, and both Henry and I see it as being the way things will probably be in the next edition of the game. At that point, I'll no longer be playing "D&D", as it will be understood, but instead playing with "the old rules", and will be getting just as much support from the industry as, say, someone playing Star Frontiers or Twilight 2000.</p><p></p><p>I don't really care if someone runs a game in which they don't keep up with food, or arrows, or hit points. That's fantastic, but I don't care for it. I have very little difficulty understanding, but thanks for assuming otherwise. Is it so hard for YOU to understand that the underlying assumptions about the limiting resources available to PCs is disaapearing with these new feats, and that it is a huge power-boost to PCs that isn't easily matched by just giving NPCs the same feats? As esplained in the sidebar about critical hits, because PCs are in more fights than any given NPC foe, anything that increases randomness hurts the PCs, but anything that lets the PCs go all day without stopping is a huge swing the other way. </p><p></p><p>Why not give the PC's magic machine guns that never run out of ammo. Because this is basically what the wizard reserve feats do. Sure, some action movies are just fine, even though the hero has just fired 24 rounds from a 6 shot revolver without reloading, but that just doesn't sit well with me, nor a lot of others.</p><p></p><p>Yeah, I can make a challenging encounter for PCs with this feat, but it gets a lot harder when they never have to rest between fights or can fire away all day long. Essentially, the foes must be capable of taking out a party at full strength, or not at all. No more the idea of mooks wearing them down as they get closer and closer to the BBEG. If PCs enter every fight at full hp every time, why have hp at all? If the foes have to drop the PCs in one fell swoop, why not use the Damage Save from Mutants and Masterminds or True 20? Both are good systems, neither are D&D. If parties are already healing to full via wands, why bother having gold pieces? I'm not advocating massive ammounts of resource management, just... the same as it's been.</p></blockquote><p></p>
[QUOTE="Twowolves, post: 3510257, member: 18093"] Nowhere did I say I begrudged anyone for how they choose to play. In fact, if you read my earlier posts, I specifically state that what works for you is great for you, BUT it doesn't work for me. My problem is that with this second round of Complete books, these feats are moving the entire game towards a direction that is massively different that what I'm comfortable with, and both Henry and I see it as being the way things will probably be in the next edition of the game. At that point, I'll no longer be playing "D&D", as it will be understood, but instead playing with "the old rules", and will be getting just as much support from the industry as, say, someone playing Star Frontiers or Twilight 2000. I don't really care if someone runs a game in which they don't keep up with food, or arrows, or hit points. That's fantastic, but I don't care for it. I have very little difficulty understanding, but thanks for assuming otherwise. Is it so hard for YOU to understand that the underlying assumptions about the limiting resources available to PCs is disaapearing with these new feats, and that it is a huge power-boost to PCs that isn't easily matched by just giving NPCs the same feats? As esplained in the sidebar about critical hits, because PCs are in more fights than any given NPC foe, anything that increases randomness hurts the PCs, but anything that lets the PCs go all day without stopping is a huge swing the other way. Why not give the PC's magic machine guns that never run out of ammo. Because this is basically what the wizard reserve feats do. Sure, some action movies are just fine, even though the hero has just fired 24 rounds from a 6 shot revolver without reloading, but that just doesn't sit well with me, nor a lot of others. Yeah, I can make a challenging encounter for PCs with this feat, but it gets a lot harder when they never have to rest between fights or can fire away all day long. Essentially, the foes must be capable of taking out a party at full strength, or not at all. No more the idea of mooks wearing them down as they get closer and closer to the BBEG. If PCs enter every fight at full hp every time, why have hp at all? If the foes have to drop the PCs in one fell swoop, why not use the Damage Save from Mutants and Masterminds or True 20? Both are good systems, neither are D&D. If parties are already healing to full via wands, why bother having gold pieces? I'm not advocating massive ammounts of resource management, just... the same as it's been. [/QUOTE]
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Touch of Healing [Reserve] feat from Complete Champion Excerpt
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