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General Tabletop Discussion
*Pathfinder & Starfinder
Why are healing surges limited?
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<blockquote data-quote="Hussar" data-source="post: 4244563" data-attributes="member: 22779"><p>And I think right there we have the winner. The reason the fights are more difficult is you've started with a handicap right off the bat. Plus, you're using pregens (presumably) that are already designed with the assumption of 5 PC's. So, of course you're going to be burning through resources considerably faster.</p><p></p><p>My suggestion would be to start yanking out a few baddies in the next few encounters to bring them into line with the original intentions of the module. I imagine that will cure a number of your issues.</p><p></p><p></p><p></p><p></p><p>Now this I do agree with. Using RP to balance mechanics is a piss poor design choice.</p><p></p><p>But, that's not what's happening here. </p><p></p><p>The 15 minute adventuring day (a short hand, somewhat fuzzy term in any case) was the result of clerical healing. Cleric runs out of curing spells, you had to stop. If you didn't, you died. Not, you were hurt. Not, you suffered some, just, you died. 3e combat was far and away too lethal to allow for entering combat without significant healing resources, particularly at higher levels.</p><p></p><p>Now, you can have the 15 minute adventuring day in 4e. Of course you can. But, unlike 3e, where if you didn't stop, you died, in 4e, you have the choice. And, by using encounters that are appropriate, the party shouldn't have to stop. No one in 3e stopped after using a couple of minor spells. They stopped after the cleric blew through his load for the day. </p><p></p><p>The reason Asmor's players are stopping is because the encounters are significantly more difficult than they should be. Not because the mechanics are screwed up.</p></blockquote><p></p>
[QUOTE="Hussar, post: 4244563, member: 22779"] And I think right there we have the winner. The reason the fights are more difficult is you've started with a handicap right off the bat. Plus, you're using pregens (presumably) that are already designed with the assumption of 5 PC's. So, of course you're going to be burning through resources considerably faster. My suggestion would be to start yanking out a few baddies in the next few encounters to bring them into line with the original intentions of the module. I imagine that will cure a number of your issues. Now this I do agree with. Using RP to balance mechanics is a piss poor design choice. But, that's not what's happening here. The 15 minute adventuring day (a short hand, somewhat fuzzy term in any case) was the result of clerical healing. Cleric runs out of curing spells, you had to stop. If you didn't, you died. Not, you were hurt. Not, you suffered some, just, you died. 3e combat was far and away too lethal to allow for entering combat without significant healing resources, particularly at higher levels. Now, you can have the 15 minute adventuring day in 4e. Of course you can. But, unlike 3e, where if you didn't stop, you died, in 4e, you have the choice. And, by using encounters that are appropriate, the party shouldn't have to stop. No one in 3e stopped after using a couple of minor spells. They stopped after the cleric blew through his load for the day. The reason Asmor's players are stopping is because the encounters are significantly more difficult than they should be. Not because the mechanics are screwed up. [/QUOTE]
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Why are healing surges limited?
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