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Universal fast healing - effects?
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<blockquote data-quote="Spatzimaus" data-source="post: 3426743" data-attributes="member: 3051"><p>That IS the result. It also ties in to the other house rules used by this homebrew, which effectively turn most adventurers into a sort of fighter-mage multiclass, with no "dedicated healers", as the caster classes have access to all types of magic. But most of the fights end up playing out sort of like a cross between a Kurosawa movie and the X-men, since most of the magic in our system is either between-combat stuff, passive, or effectively at-will. VERY cinematic in feel, as opposed to the "novel" feel of most D&D campaigns I've been in, where the details of the spells are really important. But that's not really important for this discussion.</p><p></p><p>One unexpected perk of this sort of downtime change is that the DM doesn't really need to account for how many encounters per day he expects the party to trigger; as long as each INDIVIDUAL encounter is manageable, he knows the party can deal with it.</p><p></p><p>On the other hand, there's something to be said for the cinematic feel of the "depleted resources" fight, where the party's trying to scrape together enough firepower and healing to survive, while all their big guns have been expended.</p><p></p><p>The key difference comes down to the players. If your players are the type that'll be willing to try that one last fight while low on resources, then providing free healing, even between-combat, hurts the cinematic feel. On the other hand, if your group is the type that wants to rest after each and every encounter and spends minutes buffing up... well, I'd say shoot them all and find a new group, but from your questions it sounds like that's not an option.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 3426743, member: 3051"] That IS the result. It also ties in to the other house rules used by this homebrew, which effectively turn most adventurers into a sort of fighter-mage multiclass, with no "dedicated healers", as the caster classes have access to all types of magic. But most of the fights end up playing out sort of like a cross between a Kurosawa movie and the X-men, since most of the magic in our system is either between-combat stuff, passive, or effectively at-will. VERY cinematic in feel, as opposed to the "novel" feel of most D&D campaigns I've been in, where the details of the spells are really important. But that's not really important for this discussion. One unexpected perk of this sort of downtime change is that the DM doesn't really need to account for how many encounters per day he expects the party to trigger; as long as each INDIVIDUAL encounter is manageable, he knows the party can deal with it. On the other hand, there's something to be said for the cinematic feel of the "depleted resources" fight, where the party's trying to scrape together enough firepower and healing to survive, while all their big guns have been expended. The key difference comes down to the players. If your players are the type that'll be willing to try that one last fight while low on resources, then providing free healing, even between-combat, hurts the cinematic feel. On the other hand, if your group is the type that wants to rest after each and every encounter and spends minutes buffing up... well, I'd say shoot them all and find a new group, but from your questions it sounds like that's not an option. [/QUOTE]
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