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*TTRPGs General
What are your problems with Healing/Dying mechanics in 4E
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<blockquote data-quote="Markn" data-source="post: 5049818" data-attributes="member: 21827"><p>Sorry, I can see how my statement could be confusing. It's through the use of multiple powers. Again most of my experience is with 2 leaders. So, I see a guy drop, learder 1 do a heal, leader 2 do a heal, etc so that it is effectively like a Heal spell from previous editions. As DM in the earlier editions, you expect that super healing once in a while, in 4e, I still shake my head as to how often you can go from 0 to full so often, so quick.</p><p></p><p></p><p></p><p></p><p>Both, but the majority of the times its the monster trying to kill the PC that way.</p><p></p><p>One other thing I just though of - tactically its to everyone advantage to always heal when someone reaches the bloodied value. It would be nice if different strategies warranted it different tactics. Currently, there is no real strategy involved other than figuring out this benchmark.</p><p></p><p>Food for thought for you - I've been thinking of doing some changes to healing myself. I've been thinking of setting healing surges to a per encounter thing (mentioned in my previous post), say 3 or 4 (the number depends on how gritty you want things). Make second winds a move action, and make them unlimited. Then in addition, remove things like helaing word/inspiring word and giving those classes an alternate ability to replace it. Instead, a leader would give a static bonus to your second wind. Effectively, this means the leader needs to never do any healing, but his presence is still felt by his bonus. Its up to each player to choose when he heals himself. Additionally, the clerics static bonus would give actual hps, while a warlord would give tmp hps via his static bonus further differentiating the leader classes. I haven't thought this fully through but thought you might want to play around with the idea.</p></blockquote><p></p>
[QUOTE="Markn, post: 5049818, member: 21827"] Sorry, I can see how my statement could be confusing. It's through the use of multiple powers. Again most of my experience is with 2 leaders. So, I see a guy drop, learder 1 do a heal, leader 2 do a heal, etc so that it is effectively like a Heal spell from previous editions. As DM in the earlier editions, you expect that super healing once in a while, in 4e, I still shake my head as to how often you can go from 0 to full so often, so quick. Both, but the majority of the times its the monster trying to kill the PC that way. One other thing I just though of - tactically its to everyone advantage to always heal when someone reaches the bloodied value. It would be nice if different strategies warranted it different tactics. Currently, there is no real strategy involved other than figuring out this benchmark. Food for thought for you - I've been thinking of doing some changes to healing myself. I've been thinking of setting healing surges to a per encounter thing (mentioned in my previous post), say 3 or 4 (the number depends on how gritty you want things). Make second winds a move action, and make them unlimited. Then in addition, remove things like helaing word/inspiring word and giving those classes an alternate ability to replace it. Instead, a leader would give a static bonus to your second wind. Effectively, this means the leader needs to never do any healing, but his presence is still felt by his bonus. Its up to each player to choose when he heals himself. Additionally, the clerics static bonus would give actual hps, while a warlord would give tmp hps via his static bonus further differentiating the leader classes. I haven't thought this fully through but thought you might want to play around with the idea. [/QUOTE]
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What are your problems with Healing/Dying mechanics in 4E
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