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*Pathfinder & Starfinder
What is a Wound? An attempt to bridge the divide.
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<blockquote data-quote="Campbell" data-source="post: 5944952" data-attributes="member: 16586"><p>While I mostly agree with [MENTION=22779]Hussar[/MENTION] the rate of natural healing does have interesting implications for how Clerics and other healing classes are balanced. Mainly with stronger natural healing the demand for a Cleric's cure spells is lessened allowing players of Clerics to use more offensively oriented spells. Of course there a few wrinkles here -</p><ul> <li data-xf-list-type="ul">Some groups will still reserve most of a Cleric's capacity for healing and push for an extra encounter or two in the day. For them the value of healing is inelastic. They have a much higher demand for healing spells than are already present in the game.</li> <li data-xf-list-type="ul">Tiered spell casting changes the valuation of using spell slots for healing compared to offensive measures. Historically low level offensive spells have a negligible impact as PCs rise in level while healing spells do not diminish in value as quickly when used under safe conditions.</li> <li data-xf-list-type="ul">Pretty much all roleplaying games are not balanced on a precipice. The calculus of how to approach a given adventure module will vary dramatically from group to group. Level of player caution for instance will probably have a stronger impact on how an adventure plays out then rate of natural healing.</li> </ul></blockquote><p></p>
[QUOTE="Campbell, post: 5944952, member: 16586"] While I mostly agree with [MENTION=22779]Hussar[/MENTION] the rate of natural healing does have interesting implications for how Clerics and other healing classes are balanced. Mainly with stronger natural healing the demand for a Cleric's cure spells is lessened allowing players of Clerics to use more offensively oriented spells. Of course there a few wrinkles here - [LIST] [*]Some groups will still reserve most of a Cleric's capacity for healing and push for an extra encounter or two in the day. For them the value of healing is inelastic. They have a much higher demand for healing spells than are already present in the game. [*]Tiered spell casting changes the valuation of using spell slots for healing compared to offensive measures. Historically low level offensive spells have a negligible impact as PCs rise in level while healing spells do not diminish in value as quickly when used under safe conditions. [*]Pretty much all roleplaying games are not balanced on a precipice. The calculus of how to approach a given adventure module will vary dramatically from group to group. Level of player caution for instance will probably have a stronger impact on how an adventure plays out then rate of natural healing. [/LIST] [/QUOTE]
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