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General Tabletop Discussion
*Pathfinder & Starfinder
Why all the healing?
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<blockquote data-quote="Lord Zardoz" data-source="post: 3987775" data-attributes="member: 704"><p>Another point to consider is that Wizards is hoping to get rid of the dynamic where players will only have 1 fight per day. In 3rd edition, you have a few choices as a DM. Your first option is to run trivial fights where the outcome is known, but grind through those fights in hopes of getting the players to use up spells for that day. Your second option is to run fights that are reasonably difficult, and have your party rest / camp after every encounter.</p><p></p><p>My example is an oversimplification, but it is reasonably accurate of how games start to run when the players become dependent on either the high level healing spells of your cleric, or the hard blasting spells of the Wizard / Sorcerer. Once the big stuff is gone, there is a huge incentive to rest to get those abilities back.</p><p></p><p>Another dynamic that Wizards wants to get away from is requiring every party to have a cleric, and having every cleric use most of their spells for healing. In 3rd edition, they tried to achieve this by having spontaneous healing. It was a good step, but this contributed to the '1 fight and rest' dynamic. The cleric has some pretty decent spells that you may want to keep handy. Silence and Dispel magic may not be of much use against a Troll or Hill Giant, but if you convert them to healing, your going to suffer if you run into a spell caster before you can recover your spells.</p><p></p><p>By spreading around the healing responsibilities, you get several benefits:</p><p></p><p> - The quest does not grind to a halt to wait for the cleric to recover spells as often</p><p> - You are able to make all fights more interesting by having more durable bad guys</p><p> - The cleric is no longer the only guy responsible for keeping everyone else alive</p><p> - Parties without clerics become more viable</p><p> - You gain a new option for class features and feats for non clerics</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 3987775, member: 704"] Another point to consider is that Wizards is hoping to get rid of the dynamic where players will only have 1 fight per day. In 3rd edition, you have a few choices as a DM. Your first option is to run trivial fights where the outcome is known, but grind through those fights in hopes of getting the players to use up spells for that day. Your second option is to run fights that are reasonably difficult, and have your party rest / camp after every encounter. My example is an oversimplification, but it is reasonably accurate of how games start to run when the players become dependent on either the high level healing spells of your cleric, or the hard blasting spells of the Wizard / Sorcerer. Once the big stuff is gone, there is a huge incentive to rest to get those abilities back. Another dynamic that Wizards wants to get away from is requiring every party to have a cleric, and having every cleric use most of their spells for healing. In 3rd edition, they tried to achieve this by having spontaneous healing. It was a good step, but this contributed to the '1 fight and rest' dynamic. The cleric has some pretty decent spells that you may want to keep handy. Silence and Dispel magic may not be of much use against a Troll or Hill Giant, but if you convert them to healing, your going to suffer if you run into a spell caster before you can recover your spells. By spreading around the healing responsibilities, you get several benefits: - The quest does not grind to a halt to wait for the cleric to recover spells as often - You are able to make all fights more interesting by having more durable bad guys - The cleric is no longer the only guy responsible for keeping everyone else alive - Parties without clerics become more viable - You gain a new option for class features and feats for non clerics END COMMUNICATION [/QUOTE]
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Why all the healing?
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