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When did I stop being WotC's target audience?
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<blockquote data-quote="Mad Mac" data-source="post: 4523411" data-attributes="member: 27873"><p>Hmmm...</p><p></p><p>"Reduction of resource management to favor per-encounter balancing" and "Healing Surges obliterate the need for long-term healing" seem to contradict each other, in my mind. </p><p></p><p> Healing Surges spread the need for healing management out amongst the party members instead of placing it on the Cleric (or healing wand) HPs are still a limited resource that needs to be managed, more so than in 3rd edition where you could spend gold for highly efficient out of combat healing. Past the first few levels, there is argueably less healing availible in 4th edition than in 3rd. </p><p></p><p> Long-term healing isn't an issue in 3rd either, you either camp for the night so the Cleric can restore his healing spells, or so the party can regain their healing surges, or everyone can suck on the magic cure stick. Logistically speaking, there's no meaningful change, only in flavor. </p><p></p><p> Daily's are similar. You have daily powers spread out through the group instead of concentrated on the spellcasters. 4th edition spellcasters are certainly less hamstrung after blowing their daily powers, but I haven't seen a 4th edition group yet that didn't have to worry about when to spend their dailies, or if they were willing to press on without them. It's a change, but the basic element of resource management of daily powers and healing is still there, and still important. </p><p></p><p> #3 I don't really understand. I mean, in theory, everyone can use rituals, diplomize, find traps, ect. In practice, only 1-2 party members are going to handle each specialized task. You might have a Ranger who disarms traps, or a Warlock who handles rituals while the Warlord acts as the parties face, but that just means that out of combat roles are not restricted by class, not that everyone can do everything.</p></blockquote><p></p>
[QUOTE="Mad Mac, post: 4523411, member: 27873"] Hmmm... "Reduction of resource management to favor per-encounter balancing" and "Healing Surges obliterate the need for long-term healing" seem to contradict each other, in my mind. Healing Surges spread the need for healing management out amongst the party members instead of placing it on the Cleric (or healing wand) HPs are still a limited resource that needs to be managed, more so than in 3rd edition where you could spend gold for highly efficient out of combat healing. Past the first few levels, there is argueably less healing availible in 4th edition than in 3rd. Long-term healing isn't an issue in 3rd either, you either camp for the night so the Cleric can restore his healing spells, or so the party can regain their healing surges, or everyone can suck on the magic cure stick. Logistically speaking, there's no meaningful change, only in flavor. Daily's are similar. You have daily powers spread out through the group instead of concentrated on the spellcasters. 4th edition spellcasters are certainly less hamstrung after blowing their daily powers, but I haven't seen a 4th edition group yet that didn't have to worry about when to spend their dailies, or if they were willing to press on without them. It's a change, but the basic element of resource management of daily powers and healing is still there, and still important. #3 I don't really understand. I mean, in theory, everyone can use rituals, diplomize, find traps, ect. In practice, only 1-2 party members are going to handle each specialized task. You might have a Ranger who disarms traps, or a Warlock who handles rituals while the Warlord acts as the parties face, but that just means that out of combat roles are not restricted by class, not that everyone can do everything. [/QUOTE]
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