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General Tabletop Discussion
*TTRPGs General
What are your problems with Healing/Dying mechanics in 4E
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<blockquote data-quote="Stalker0" data-source="post: 5050205" data-attributes="member: 5889"><p>My take:</p><p></p><p>1) Players get too many healing surges for them to be considered a limit. In my games (which has always included one leader) the players don't run out of surges unless extraordinary measures are taken (such as a skill challenge where they lose surges on a failure).</p><p></p><p>2) Leader healing can get out of control at higher levels. I don't mind making a support class, and I don't mind they heal. The problem is 4e solved the scaling hp issue with surges being 1/4 of your health. So at 1st or at 20th, a surge means the same amount to the character.</p><p></p><p>However, they brought back the scaling issue with increasing healing. My party has to wait till a player is almost dead just to see a healing word, because else they will waste healing. It can literally bring someone back from near dead to full.</p><p></p><p>3) The Negative Bloodied Rule starts off as a good rule, but it scales to obscurity. At heroic to low paragon, I've had times where the players might make use of that rule (generally with monster auras and area attacks). Past that point, monsters never get close.</p><p></p><p>4) Monster damage doesn't scale. Considering how much more healing a party gets, as well as the fact that at epic levels death is expected...I don't know why monsters don't do more damage.</p><p></p><p></p><p>I will say that generally I like healing surges, I like the 3 strikes and your out rule, and I like minor action leader heals. As in many things, its a question of scaling. Too much and the mechanic becomes unwieldy.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 5050205, member: 5889"] My take: 1) Players get too many healing surges for them to be considered a limit. In my games (which has always included one leader) the players don't run out of surges unless extraordinary measures are taken (such as a skill challenge where they lose surges on a failure). 2) Leader healing can get out of control at higher levels. I don't mind making a support class, and I don't mind they heal. The problem is 4e solved the scaling hp issue with surges being 1/4 of your health. So at 1st or at 20th, a surge means the same amount to the character. However, they brought back the scaling issue with increasing healing. My party has to wait till a player is almost dead just to see a healing word, because else they will waste healing. It can literally bring someone back from near dead to full. 3) The Negative Bloodied Rule starts off as a good rule, but it scales to obscurity. At heroic to low paragon, I've had times where the players might make use of that rule (generally with monster auras and area attacks). Past that point, monsters never get close. 4) Monster damage doesn't scale. Considering how much more healing a party gets, as well as the fact that at epic levels death is expected...I don't know why monsters don't do more damage. I will say that generally I like healing surges, I like the 3 strikes and your out rule, and I like minor action leader heals. As in many things, its a question of scaling. Too much and the mechanic becomes unwieldy. [/QUOTE]
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What are your problems with Healing/Dying mechanics in 4E
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