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General Tabletop Discussion
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What are your problems with Healing/Dying mechanics in 4E
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<blockquote data-quote="TerraDave" data-source="post: 5050057" data-attributes="member: 22260"><p>Its funny, once I talked to Mike Mearls, at the D&D experience where they previewed 4E, and he told me that the healing mechanics were his favorite addition to the then new game. And they did look at a lot of alternatives. </p><p></p><p>General problem: current mechanics work pretty well in practice (or at least I thought till reading the above) but feel gamist, both in their crunchiness and in how easy it is to heal. </p><p></p><p>In defense of the system, a few things are worth noting: </p><p></p><p>*healing surges (and death saves) are <em>limits</em>. You get a lot of surges (and maybe saves in a day), but at some point, the healing will stop. I now from past editions, healing really could feel unlimited. </p><p></p><p>*Being dropped does have consequences: you might be out of range of healing--hence risk loosing actions and failing death saves, you have to take an action to get up, the DM might be mean and have someone attack your prone charecter (especially if players are always holding back on the heal). (note: I actually do like the dazed rule noted above). </p><p></p><p>*magic does boost healing: warlords heal, clerics heal better. Its good the system is less cleric dependent, but the magic is still there.</p><p></p><p>Improvements: introduce somekind of long term damage, at least once in a while, and have a better "story" around healing surges and healing.</p></blockquote><p></p>
[QUOTE="TerraDave, post: 5050057, member: 22260"] Its funny, once I talked to Mike Mearls, at the D&D experience where they previewed 4E, and he told me that the healing mechanics were his favorite addition to the then new game. And they did look at a lot of alternatives. General problem: current mechanics work pretty well in practice (or at least I thought till reading the above) but feel gamist, both in their crunchiness and in how easy it is to heal. In defense of the system, a few things are worth noting: *healing surges (and death saves) are [I]limits[/I]. You get a lot of surges (and maybe saves in a day), but at some point, the healing will stop. I now from past editions, healing really could feel unlimited. *Being dropped does have consequences: you might be out of range of healing--hence risk loosing actions and failing death saves, you have to take an action to get up, the DM might be mean and have someone attack your prone charecter (especially if players are always holding back on the heal). (note: I actually do like the dazed rule noted above). *magic does boost healing: warlords heal, clerics heal better. Its good the system is less cleric dependent, but the magic is still there. Improvements: introduce somekind of long term damage, at least once in a while, and have a better "story" around healing surges and healing. [/QUOTE]
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What are your problems with Healing/Dying mechanics in 4E
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