Community

 
Jump Menu:
Post Reply
Page 1 of 5  •  1 2 3 4 5 Next
Switch to Forum Live View Variable Healing - Is it so wrong?
11 months ago  ::  Jul 06, 2012 - 9:24PM #1
penandpaper2
Date Joined: Jul 2, 2008
Posts: 1,143
I've read quite a few complaints on here about the healing system set up for Next.  This is especially true when the subject of using a random die roll for healing comes up. 

My only question is this: For those opposed to the random, then why do you play using random damage?  Why not have damage static, just as you want your healing?

This only makes sense to me.  The two are literally the same thing; damage and healing both directly affect hit points.  They are actually the only two things that do.  So why be so consistent with one, yet unwielding to compromise about the other?   

I'm guessing there are supporters out there that can answer this question.  I cannot.  And I am a fan of static healing.  Undecided
Quick Reply
Cancel
11 months ago  ::  Jul 06, 2012 - 9:41PM #2
diversionArchitect
Date Joined: Nov 16, 2009
Posts: 568
It seems to me that it would be fine to just take averages (round down) on everything thats not a d20 roll- and just incorporate that onto the character sheets.

So your cure light wounds does 5 (1d8+1)
The fighter in the playtest deals 14 (2d6+7)

etc

would speed up play by however long it takes people to grab the right dice, roll and add them up.

In fact you could choose to let damage be static and healing random- it's really up to how your table wants to do it.  I really like that, that is a heavily pushed concept in all the stuff they're putting out for dndnext (with the modular play philosophy) 
Please collect and update the DND Next Community Wiki Page with your ideas and suggestions!


Take a look at my clarified ability scores

And also my Houserules relevent to DNDNext
Quick Reply
Cancel
11 months ago  ::  Jul 06, 2012 - 9:49PM #3
ShinQuickMan
Date Joined: Mar 19, 2004
Posts: 1,799
Vaiable healing is only part of the problem. Even 4E had it to some extent. No, the general  issue is with how minimal and  magic-constrained healing currently is.

Quick Reply
Cancel
11 months ago  ::  Jul 06, 2012 - 9:53PM #4
thestoryteller
Date Joined: Jun 4, 2012
Posts: 808
Loss Aversion and the idea that the average value is really "breaking even" on a die rather than every number being a pure gain, combined with a little bit of me vs. other psychology going on.

First, considering that healing the average amount feels like the baseline, healing the minimum damage feels about twice as bad as healing the maximum damage feels good.  

Secondly, when you deal damage, you're changing the state of another.  It doesn't directly affect you, so it feels more even--the highs and lows are less severe.  Meanwhile, when you are healing damage, it affects you, so the effects are intensified.  I mean, think about it--when the cleric rolls minimum to heal the Fighter, does the Cleric feel bad (hint: not really) or does the Fighter (hint: he's totally unhappy)?

When combined, this means you're feeling pretty decent when you roll max damage, slightly less good than normal when dealing minimum damage, pretty good when you heal max damage, and absolutely horrible when you heal minimum.  

Having static healing values keeps the averages the same, so it's not statistically different than the expected values are over a long period of time, but it takes away the sting of low rolls, which is worth it in the long run when high rolls are equally likely, but less satisfying than the low rolls are bitter.

Note that I actually have no problem with random healing rolls, I just understand the psychology behind wanting static values.



Quick Reply
Cancel
11 months ago  ::  Jul 06, 2012 - 9:54PM #5
Haldrik
Date Joined: Jan 2, 2004
Posts: 9,400

Jul 6, 2012 -- 9:41PM, diversionArchitect wrote:

It seems to me that it would be fine to just take averages (round down) on everything thats not a d20 roll.


Sounds good to me.

Many players like rolling dice, and no problem, while those who prefer to use damage averages (rounding up from point .5) have a reliable alternative.

Quick Reply
Cancel
11 months ago  ::  Jul 06, 2012 - 10:05PM #6
Pashalik_Mons
Date Joined: May 17, 2009
Posts: 7,095

Jul 6, 2012 -- 9:24PM, penandpaper2 wrote:

I've read quite a few complaints on here about the healing system set up for Next.  This is especially true when the subject of using a random die roll for healing comes up. 

My only question is this: For those opposed to the random, then why do you play using random damage?  Why not have damage static, just as you want your healing?

This only makes sense to me.  The two are literally the same thing; damage and healing both directly affect hit points.  They are actually the only two things that do.  So why be so consistent with one, yet unwielding to compromise about the other?   

I'm guessing there are supporters out there that can answer this question.  I cannot.  And I am a fan of static healing.  Undecided



Because variable damage adds a sense of uncertainty to combat that variable healing does not.  If damage were always a static number, with the way HP work, every hit would not only result in a binary fine or not fine scenario, it would also be an entirely predicatable one.  Risks become much easier to take when you know whether or not they can kill you, like if the fighter dealt precisely 8 damage per hit, when the DM is running an orc with 10hp, he knows the orc can take a hit and still get away.  However, if that same fighter deals 1d8+4, then the DM knows that hit could kill the orc or leave him alive.  It makes combat less predictable.

Out of combat variable healing doesn't do that.  In combat variable healing kind of/sort of does that, but it also isn't under much contention. 

Seriously, though, you should check out the PbP Haven.  You might also like Real Adventures, IF you're cool.
Knights of W.T.F.- Silver Spur Winner


4enclave, a place where 4e fans can talk 4e in peace.
Quick Reply
Cancel
11 months ago  ::  Jul 06, 2012 - 10:21PM #7
Saelorn
Date Joined: May 27, 2012
Posts: 2,955
For me, it's because combat is a here-and-now and healing is a contingency for the future.  The primary plan is always to avoid getting hurt in the first place, but we know that's not always possible.  Maybe it's easier to accept short-term uncertainty than to have your long-term plans fall out from under you.  Maybe it doesn't feel so bad to have random damage on an at-will ability, because the only thing you're out is your action.

thestoryteller is probably right about it, from a psych standpoint.  I know that it feels about as bad to roll minimum healing as it feels to *miss* with a daily ability, or roll low on Hit Points.
The metagame is not the game.
Quick Reply
Cancel
11 months ago  ::  Jul 07, 2012 - 12:18AM #8
Ellyh
Date Joined: May 24, 2010
Posts: 82
As above and average healing is less than average damage making it feel week and underpowered while at the same time encounter design makes it mandatory to have it.
Quick Reply
Cancel
11 months ago  ::  Jul 07, 2012 - 1:34AM #9
Tony_Vargas
Date Joined: Sep 26, 2001
Posts: 10,732
Variable healing in combat, where that variation is part of the excitement is fine.  Variable healing between combats just complicates bookkeeping and resource management for no gain.  If you've ever sat through someone actually declaring and rolling all the charges from his CLW wand, you know what I'm talking about...
Love 4e?  Concerned about its future? Join the Old Guard of 4e

"You want The Tooth?  You can't handle The Tooth!"  - Dahlver-Nar.

"If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly"  - E. Gary Gygax
Quick Reply
Cancel
11 months ago  ::  Jul 07, 2012 - 2:24AM #10
The_Stray
Date Joined: Dec 13, 2003
Posts: 1,273

Jul 6, 2012 -- 9:49PM, ShinQuickMan wrote:

Vaiable healing is only part of the problem. Even 4E had it to some extent. No, the general  issue is with how minimal and  magic-constrained healing currently is.




Jul 7, 2012 -- 12:18AM, Ellyh wrote:

As above and average healing is less than average damage making it feel week and underpowered while at the same time encounter design makes it mandatory to have it.




Both of these reasons, for me, are the big issues. I don't mind variable healing, as long as it's also effective healing. But I saw 1's rolled on too many healing potions during the playtest I've been running, and that becomes a major disappointment. Add in the fact that only magic allows people to heal without relying on gimmicky healing kits (no mid-combat second winds), and the healbot cleric becomes a necessity. This is directly opposed to the idea of making all the classes optional.

I can't believe I'm saying this, but I actually miss 4e healing surges. And I'm one of the folk who disliked healing surges as being too gamist and immersion breaking. I think my main complaint was the NUMBER of healing surges characters got. I think I could stomach healing surges combined with randomly rolled HP, as long as I limited the number of surges and allowed character to get some static modifier (like adding con) to the number rolled so that rolling low doesn't sting so much.

Jan 16, 2012 -- 2:11PM, OleOneEye wrote:

What I find most frustrating about 4E is that I can see it includes the D&D game I've always wanted to play, but the game is so lathered in tatical combat rules that I have thus far been unable to coax the game I want out.



When the Cat's a Stray, the Mice will Pray

Quick Reply
Cancel
Page 1 of 5  •  1 2 3 4 5 Next
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing