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11 months ago ::
Jul 05, 2012 - 11:40PM
#21
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Date Joined:
Jun 10, 2012
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You can't do this for the simple reason is that all healing powers need to have a daily limit. Encounter healing just becomes I rest ad heal rest and heal creating infinite Healing loops. And I dont want to see healing powers like in 4E, they only wprk if you Helaing strke that enemy first or bards healing it only workds when the monster attacks. These were wierd mechanics that made no sense, it broke my suspention of dispelief in a fantasy game.
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11 months ago ::
Jul 05, 2012 - 11:46PM
#22
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And wands of infinite healing in 3e were better how?
HP in 4e worked for the first time because healing surges gave a daily cap to total HP while in combat healing was generally quite limited. It was the abundance of surge less healing that led to the problem of parties being "too hard to kill". Personally I think the game would be better with HP recovering fully after a fight through first aid and healing rituals with in combat healing being mostly removed.
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11 months ago ::
Jul 06, 2012 - 12:58AM
#23
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Date Joined:
Jan 20, 2002
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I agree with Lawolf about healing: Make in combat healing take a standard action (then it's a choice between dealing some damage to bring the fight to a close faster, or heal someone who is close to death to draw out the fight longer but make it safer). Out of combat healing can be full. HP can be like they're described now, endurance, and then injuries could be handled with some disease-like mechanic for those who want a more gritty game.
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11 months ago ::
Jul 06, 2012 - 1:22AM
#24
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Date Joined:
Nov 22, 2007
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Disagree completely.
No second mechanic is necessary and you already have far more healing as is in the playtest than is really needed for a party from 1-3 when you have overnight heal all. Making it 1 hour heal all is a step far away from where I would like to see things go.
Grittier should lower the already present "natural" healing.
I think changing from d8 to hit die of character being healed is a good idea though (something did right by tying healing spells to surges)
Brave Knights of W.T.F. Gryphon Helm Winner.
Edition wars kill players, this will kill Dungeons and Dragons.
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11 months ago ::
Jul 07, 2012 - 2:40PM
#25
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Eliminating the “per day” mechanic from the game, helps the rest of the game balance with each other better.
I feel the biggest mistake 4e made was to balance classes by giving the Fighter “per day” mechanics.
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11 months ago ::
Jul 07, 2012 - 2:48PM
#26
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Date Joined:
Nov 22, 2007
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It only helps if you want an encounter based system.
I don't.
Brave Knights of W.T.F. Gryphon Helm Winner.
Edition wars kill players, this will kill Dungeons and Dragons.
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11 months ago ::
Jul 07, 2012 - 3:02PM
#27
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It only helps if you want an encounter based system. I don't.
The non-daily mechanics also helps players who dont want an encounter system, by being able to balance better with non-encounter options, such as atwill-only, mana, or so on.
Regarding vancian, instead of “per day”, spell prep can be “per 1-hour rest”. So theres still need for resource management across encounters.
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11 months ago ::
Jul 07, 2012 - 3:24PM
#28
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Date Joined:
Nov 22, 2007
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But many of us actually enjoy the daily resource which allows a character to have a powerful but limited option.
The problem isn't the system alone. It is allowing characters with this limitation to force the party to revolve around it.
Brave Knights of W.T.F. Gryphon Helm Winner.
Edition wars kill players, this will kill Dungeons and Dragons.
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11 months ago ::
Jul 07, 2012 - 3:28PM
#29
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Date Joined:
Nov 22, 2007
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The per 1 hour rest is really just an encounter based system with a defined limit between when players will choose to have encounters and solves neither the daily issue nor the issue of those of us who dislike an encounter based style of play.
I can see this working for others but having this knock the daily power style from the game is not desirable at all to me.
Brave Knights of W.T.F. Gryphon Helm Winner.
Edition wars kill players, this will kill Dungeons and Dragons.
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11 months ago ::
Jul 07, 2012 - 3:30PM
#30
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Date Joined:
Jan 15, 2009
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But many of us actually enjoy the daily resource which allows a character to have a powerful but limited option. The problem isn't the system alone. It is allowing characters with this limitation to force the party to revolve around it.
All it takes is those characters to be set by the system as the hands down biggest guns... after which the game just said this is the best strategy.
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