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Touch of Healing [Reserve] feat from Complete Champion Excerpt
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<blockquote data-quote="satori01" data-source="post: 3510293" data-attributes="member: 7859"><p>One can make an argument that per encounter powers is more consistent with the storyline driven nature of the game today.</p><p>When you just fought through the evil princes elite body guards, that last thing you want to do for continuity is have to cast the Rope Trick or Mord Mag Mansion to rest up.</p><p></p><p>We all have done it, and we all have excised those incongruousness memories from the narrative fabric. Per day powers works better, when the pace of the game is assumed to be languorous exploration of a Dungeon.</p><p></p><p>That said I have some fond memories of trying to find a place to rest in hostile territory, and as a DM I love the thrill of when you shut off the supply of healing potions, and leave the players stranded in a hostile land.</p><p></p><p>Reserve feats are an interesting way to have at will powers, and resource management. I think the vast majority of players feel that spell casters should have some powers they can either use at will or always have on, and major effects should have a more limited usage per day.</p><p></p><p>The question with a reserve healing feat is healing treated w/in the system more as a combat related aspect, or utility. Monte Cook once famously said that the Sorcerer class was balanced in regards to being a "Magic Missile" machine, the system can handle the "loaded for bear" character. People had a harder time handling the utility mage, the one that had the party always buffed w/ 3.0 Haste and Improved Invisibility.</p><p></p><p>My own personal opinion, is that healing falls more under the loaded for bear category. Players & DMs alike have always never looked to hard at when a Healing wand or Potion appears just at the right time in the horde of slain monsters. A good portion of treasure resources, whether by DM placement or player creation or purchase always goes to supplying healing. To put that more firmly into the control of players, I think is essentially not that great of a change. </p><p></p><p>Moreover, more self reliant characters means equipment matters less, which is not a bad think imho. As a DM creating treasure troves and monitoring player wealth is the biggest balance factor.</p><p></p><p>Ultimately @ high levels, it is all about the heal spell anyways.</p></blockquote><p></p>
[QUOTE="satori01, post: 3510293, member: 7859"] One can make an argument that per encounter powers is more consistent with the storyline driven nature of the game today. When you just fought through the evil princes elite body guards, that last thing you want to do for continuity is have to cast the Rope Trick or Mord Mag Mansion to rest up. We all have done it, and we all have excised those incongruousness memories from the narrative fabric. Per day powers works better, when the pace of the game is assumed to be languorous exploration of a Dungeon. That said I have some fond memories of trying to find a place to rest in hostile territory, and as a DM I love the thrill of when you shut off the supply of healing potions, and leave the players stranded in a hostile land. Reserve feats are an interesting way to have at will powers, and resource management. I think the vast majority of players feel that spell casters should have some powers they can either use at will or always have on, and major effects should have a more limited usage per day. The question with a reserve healing feat is healing treated w/in the system more as a combat related aspect, or utility. Monte Cook once famously said that the Sorcerer class was balanced in regards to being a "Magic Missile" machine, the system can handle the "loaded for bear" character. People had a harder time handling the utility mage, the one that had the party always buffed w/ 3.0 Haste and Improved Invisibility. My own personal opinion, is that healing falls more under the loaded for bear category. Players & DMs alike have always never looked to hard at when a Healing wand or Potion appears just at the right time in the horde of slain monsters. A good portion of treasure resources, whether by DM placement or player creation or purchase always goes to supplying healing. To put that more firmly into the control of players, I think is essentially not that great of a change. Moreover, more self reliant characters means equipment matters less, which is not a bad think imho. As a DM creating treasure troves and monitoring player wealth is the biggest balance factor. Ultimately @ high levels, it is all about the heal spell anyways. [/QUOTE]
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Touch of Healing [Reserve] feat from Complete Champion Excerpt
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