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An elegant solution to unfun combat healing
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<blockquote data-quote="Garboshnik" data-source="post: 3723323" data-attributes="member: 11569"><p>In my last campaign I made all of the healing spells X points/ rounds or the full effect but only temporary HP (like from a Barbarian's rage). This was done to address the extreme see-saw nature of player HP totals at higher levels which made it much more difficult to make excitingly close encounters.</p><p></p><p>Response from the players was mixed; most of them (in particular the monk) thought that it put them out of fights too fast, but I think that more caution in play style would have alleviated the problem. I would certainly say that it worked better at high than low levels. It did make adventuring without a cleric feasible which is something I was really shooting for.</p><p></p><p>Long story short: I hope that Heal and Mass Heal do not make it to the new edition!</p></blockquote><p></p>
[QUOTE="Garboshnik, post: 3723323, member: 11569"] In my last campaign I made all of the healing spells X points/ rounds or the full effect but only temporary HP (like from a Barbarian's rage). This was done to address the extreme see-saw nature of player HP totals at higher levels which made it much more difficult to make excitingly close encounters. Response from the players was mixed; most of them (in particular the monk) thought that it put them out of fights too fast, but I think that more caution in play style would have alleviated the problem. I would certainly say that it worked better at high than low levels. It did make adventuring without a cleric feasible which is something I was really shooting for. Long story short: I hope that Heal and Mass Heal do not make it to the new edition! [/QUOTE]
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An elegant solution to unfun combat healing
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