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Switch to Forum Live View Popular, iconic fantasy adventuring parties without a "Healer"?
3 months ago  ::  Feb 26, 2013 - 1:25AM #21
Saelorn
Date Joined: May 27, 2012
Posts: 2,932

Feb 26, 2013 -- 1:16AM, Lesp wrote:

The fact that getting stabbed isn't scary is a consequence in large part of its relatively easy reversability.


One of the Shadowrun sourcebooks referred to this as "Superman Syndrome," and defined it as the apathy towards injury which is caused by knowing that the magician can heal your wounds in an instant. When healing magic is real, it does change how people act within the world - it's not entirely a meta-game phenomenon.

The metagame is not the game.
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3 months ago  ::  Feb 26, 2013 - 1:26AM #22
rampant
Date Joined: Oct 26, 2004
Posts: 7,953
Again The tephra game has an interesting solution: They separate HP as meat, and HP as intangibles into the Wound and Hp system.

Wounds are your meat, bone, blood, and various bits, Each wound corresponds to a point on the body (and yes you can kick people in the crotch) and if you take wound damage you roll a die and take a short term penalty (until the next short rest) based on where you got nailed, the way you take wound damage is by gettign your HP depleted, or by getting attacked without your intagibles in place, such as someone slipping poison into your food, or putting a bullet in your head from two buildings away while you're out shopping. Furthermore if you take more than a handful of wounds you move into lethal damage where the body parts start falling off.  They've got a pretty quick and intuitive system for it so much less paperwork than it sounds.
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3 months ago  ::  Feb 26, 2013 - 1:34AM #23
kadim
Date Joined: Jun 21, 2012
Posts: 2,766
The end result of having a lot of healing in the party is I, as a DM, ramp up the damage taken. I like my HP damage to last. I like it to span days, even. If they've got a lot of ways to heal, then I just throw more crap at them until the damage starts to last again.
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3 months ago  ::  Feb 26, 2013 - 1:56AM #24
Samrin
  • Dragon Slayer
Date Joined: Jan 29, 2005
Posts: 6,882
I'd like to add one more.

 
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3 months ago  ::  Feb 26, 2013 - 2:16AM #25
Orzel
Date Joined: Aug 22, 2007
Posts: 3,189
For the X-men; Wolverine and Colossus had getting beat up as their job. But both came with defensive powers. Hitting Rogue was a nerf. And Nightcrawler had 100 AC.

 
Orzel, Halfelven son of Zel, Mystic Ranger, Bane to Dragons, Death to Undeath, Killer of Abyssals, King of the Wilds.

Constitution Based Class for Next!
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3 months ago  ::  Feb 26, 2013 - 2:56AM #26
Psikerlord
Date Joined: Mar 25, 2007
Posts: 1,391
Yeah, OP, I agree!

Healing in combat just makes combat longer. And there's nooooothing worse than monsters who heal.

Keep healing, but keep it out of combat.

Perhaps there will be a module option for this. Maybe if the cure spells were changed to "protect against light wounds" and so on - the next wound the character takes they get resistence, or something.

Or perhaps that doesnt help much. I suspect it would create less he's up/he'sdown/up/down etc - you'd take longer to go down, but if you do go down, youre out until the combat is over.


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3 months ago  ::  Feb 26, 2013 - 5:20AM #27
Rastapopoulos
Date Joined: Jan 2, 2013
Posts: 564


There is a certain "MMO syndrome" these days where lots of people can't fathom a game, especially an RPG game, without a healer spamming heal after heal.

This not only makes your fantasy setting surreal because wounds mean very little to a character (someone mentioned the Superman syndrome before which touches on that aspect)...

But also it's a very limiting game design.
Because when you have healing as something so powerful and accessful, you have to write the difficulty of every challenge in the game to take that certain ammount of healing into account.
If you don't, then parties with healers will just crush every encounter like they were nothing and there's now very little challenge in the game.

And if you do take the healing into account when setting difficulty you have an even bigger design problem.
Because if no player wants to play a healer the party will just be overwhelmed by everything.
Either that or someone will be forced to play a healer wihtout wanting or liking the role, which in my view of gaming is the worst case scenario.


So, as I see it, healing should be helpful, but not too powerful. Made to save a character from the eventual tight spot, not to be spammed repeatedly.
 
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3 months ago  ::  Feb 26, 2013 - 5:34AM #28
Mithrus
Date Joined: Jan 29, 2005
Posts: 3,219
Awesome thread! I wonder how the mechanics would look, however.

HP as purely abstract would allow for keeping every "hit" from being a real wound, but the playerbase is already fragmented on that issue. Now, if HP and damage were scaled such that players start with a LOT more HP, but recovered significantly more slowly, even with healing magic, that might be a start. Possibly more reliance on status effects instead of outright damage would work as well. That ogre hits you hard, doing a small amount of HP damage, but dazes on a hit, etc. I dunno, just kinda throwing out ideas at this point.
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3 months ago  ::  Feb 26, 2013 - 6:29AM #29
Bronze_Hero
Date Joined: Feb 9, 2012
Posts: 317

Feb 26, 2013 -- 5:20AM, Rastapopoulos wrote:




There is a certain "MMO syndrome" these days where lots of people can't fathom a game, especially an RPG game, without a healer spamming heal after heal.

This not only makes your fantasy setting surreal because wounds mean very little to a character (someone mentioned the Superman syndrome before which touches on that aspect)...

But also it's a very limiting game design.
Because when you have healing as something so powerful and accessful, you have to write the difficulty of every challenge in the game to take that certain ammount of healing into account.
If you don't, then parties with healers will just crush every encounter like they were nothing and there's now very little challenge in the game.

And if you do take the healing into account when setting difficulty you have an even bigger design problem.
Because if no player wants to play a healer the party will just be overwhelmed by everything.
Either that or someone will be forced to play a healer wihtout wanting or liking the role, which in my view of gaming is the worst case scenario.


So, as I see it, healing should be helpful, but not too powerful. Made to save a character from the eventual tight spot, not to be spammed repeatedly.
 


How can it be the "MMO syndrome" when MMO's got all their mechanics from DnD I repeat before a MMO was a concept in anybody's head DnD had clerics who could heal, honestly I'm sick and tired of people labelling everything they don't like as MMO inspired get your facts straight MMO's started of by trying to emulate DnD of course there's going to be shared mechanics.

Or you could go the 4E route and more variations of healers:

A: "So we kind of need a healer and you're the only one who hasn't chosen a class .."
B: "Well I don't really have a concept in terms of class I have a personality planned though and we'll see if it fits"
A: "Ok so cleric a wise leader annointed by the gods ..."
B: "No"
C: "A paladin a chapion of the gods who"
A: "No"
B: "A shaman use the power of nature and spirits"
A: "No"
B: "Artificier you're a sort of mad genius who uses magic"
A: "Ok"
C: "From the psyonic side you can be a ... ah a artificer ok. "

Also in HP any wizard can attempt to heal and any Force adept can attempt it also, with the Light side being way more proficient for standard healing trances.

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3 months ago  ::  Feb 26, 2013 - 7:09AM #30
Plaguescarred
Date Joined: May 12, 2009
Posts: 16,493
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Yan
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