User talk:DanielDraco/sandbox2

Healing
You mentioned having some problems with healing in chat, specifically dealing with monster damage output vs healing values, but were gone by the time I got back. Here are a few not really fleshed out ideas for you so that I don't forget them before I see you next. -
 * Diminishing returns. Healing same guy a second time before X time has elapsed just doesn't do as much good.
 * Cooldown. You can't use your healing for X time after you use it. Alternately, you just can't your healing on a specific target for X time, but could go heal other people up. A stricter version of diminishing returns that also promotes monster focus firing.
 * Healing pool. You have a big pool of healing, and spend points from it (up to some maximum per action) to heal dudes. Refreshes per hour or encounter or whatever.
 * Healing slots. These are sort of like sticking Cure X Wounds in a slot and casting it, but they refresh per hour or encounter or whatever so you wind up with some big and some little heals in a fight. A more formalized version of healing pool basically.
 * Gan suggested damage mitigation, where you just heal or block half of the damage a guy takes. You could also just go with a straight block where you eliminate all of it. Probably works best with strictly limited target numbers, and encourages monsters to spread the damage around so you can't fix it all.

Hope something in there is helpful or at least gets the thoughts moving again. - Tarkisflux Talk 04:44, 9 October 2012 (UTC)


 * Thanks for the suggestions. I think I have a handle on it now, though. The way I have it written out now (under Covenant and Bond of Respite) seems feasible enough. The only potential problem that I see is the level of complication, but I think it's ultimately simpler than, for example, playing a Stone Power crusader. --DanielDraco (talk) 18:50, 9 October 2012 (UTC)