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Universal fast healing - effects?
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<blockquote data-quote="XCorvis" data-source="post: 3426733" data-attributes="member: 1265"><p>Not quite. The reserve points only work outside of combat. You've got 10 hp and you loose 20 in combat, you're still dead. If you lost 10 and went to 0, once combat was over you could use your reserve points and return to 10 hp with 0 reserve. It doesn't make you stronger inside the combat, it's just free healing afterwards.</p><p></p><p></p><p>I think that is correct, but will your party want to push that hard? HP aren't the only resources used up in fights. They'll still need to rememorize spells and buy more supplies.</p><p></p><p></p><p>I'm not too fond of that myself. Fortunately, one of us is usually willing (sometimes eager) to play a healer type. To me, it sounds like you want a way to make out-of-combat healing happen faster, especially for parties without healing specialists. Given that as your goal, are you sure you want to change in-combat healing? You might want to playtest that a bit. I'm not saying it's a bad idea, but personally I'd try another solution. Some alternate ideas:</p><p></p><p>Give them an in-game source of free healing, like a deal with the local cleric. It won't be useful all the time, but if they stay in one area it can take care of a lot of the healing.</p><p>Eternal Wands, from Eberron, work like wands with no charges. They have a daily use (2/day). Similar items could be useful, especially with spells like Vigor (gives temporary fast healing).</p><p>Allow some way to convert lethal damage to non-lethal so that it can be healed faster. Healing spells recover the same amount of lethal and non-lethal damage, making them twice as effective. Natural healing also works much faster on non-lethal damage. I added an option to the Heal skill that does this, but it's quite small, intended for lower level characters.</p><p>Double (or triple) the natural healing rate. (With or without reserve points) Create items that increase it even more.</p><p>Give Fast Healing 1, but only OUT of combat. You can regenerate 100 hp in 10 minutes with fast healing 1. </p><p></p><p></p><p>It might not be an issue for your group, especially if they're used to having a Dragon Shaman around, but another group might have issues with it. It does add an extra step per character per action, and a lot of bookkeeping for the DM. I also think it will change the combat dynamics for your group. Again, you'll just have to playtest.</p><p></p><p></p><p>The best way to keep the combat healer useful is to keep the bonus healing out of combat. I think your PCs will fight much more defensively with fast healing, so they can reap the benefits during combat. But that might be OK too.</p></blockquote><p></p>
[QUOTE="XCorvis, post: 3426733, member: 1265"] Not quite. The reserve points only work outside of combat. You've got 10 hp and you loose 20 in combat, you're still dead. If you lost 10 and went to 0, once combat was over you could use your reserve points and return to 10 hp with 0 reserve. It doesn't make you stronger inside the combat, it's just free healing afterwards. I think that is correct, but will your party want to push that hard? HP aren't the only resources used up in fights. They'll still need to rememorize spells and buy more supplies. I'm not too fond of that myself. Fortunately, one of us is usually willing (sometimes eager) to play a healer type. To me, it sounds like you want a way to make out-of-combat healing happen faster, especially for parties without healing specialists. Given that as your goal, are you sure you want to change in-combat healing? You might want to playtest that a bit. I'm not saying it's a bad idea, but personally I'd try another solution. Some alternate ideas: Give them an in-game source of free healing, like a deal with the local cleric. It won't be useful all the time, but if they stay in one area it can take care of a lot of the healing. Eternal Wands, from Eberron, work like wands with no charges. They have a daily use (2/day). Similar items could be useful, especially with spells like Vigor (gives temporary fast healing). Allow some way to convert lethal damage to non-lethal so that it can be healed faster. Healing spells recover the same amount of lethal and non-lethal damage, making them twice as effective. Natural healing also works much faster on non-lethal damage. I added an option to the Heal skill that does this, but it's quite small, intended for lower level characters. Double (or triple) the natural healing rate. (With or without reserve points) Create items that increase it even more. Give Fast Healing 1, but only OUT of combat. You can regenerate 100 hp in 10 minutes with fast healing 1. It might not be an issue for your group, especially if they're used to having a Dragon Shaman around, but another group might have issues with it. It does add an extra step per character per action, and a lot of bookkeeping for the DM. I also think it will change the combat dynamics for your group. Again, you'll just have to playtest. The best way to keep the combat healer useful is to keep the bonus healing out of combat. I think your PCs will fight much more defensively with fast healing, so they can reap the benefits during combat. But that might be OK too. [/QUOTE]
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