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archangel979

Can we get per rest Health restoring abilities/spells?

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OK, this needs to be suggested as another possible solution to short adventuring day problem. It will also let us synch at least some per rest abilities with needing to rest due to lack of Health. It will also let us keep our front line defenders in combat longer (some people reported their solo defender managed to lose all health during one battle because of long battle and constant healing of stamina)

 

You are going to say, "but what about Lore archy?" Frack Lore! Lore and common sense don't govern how many other parts of the game work. This suggestion makes the game better. That is all that matters. 

 

And to avoid Priests being must have each class can have useful and unique Health restoring abilities. 

 

Suggestions on restoring Health with "Per Rest Abilities" for some classes are below:

 

Paladin - could have a special lay on hands that restores Health but only at melee range.

Priest - could have a spell that heals similar amount as paladin lay on hands but at short range (they are Priests after all).

Cipher - could steal Health from a target and give it to a friend near to that target.

Chanter - could have a chant that restores a small amount of Health to everyone around him.

Fighter - could have an ability that gives himself a small Health buff. All damage received after activating it is reduced from this Health first (Temporary Health in D&D terms). 

Barbarian - could have ability that when activated during Rage stops damage to Health and they only receive damage to Stamina for a short while

Monk - can already restore their own health but they could gain an ability which give some of his health to another person and it would count as receiving wounds. 

Rangers - could activate an ability where damage received by the companion still reduces his Stamina but heals an amount of Health for a short while

Wizard - could have a spell that removes magic from enemies (similar to dispel) and transfer it into Healing energy for the wizard.

Rogue - could have special poisons that the apply to their weapon and it gives them a small amount of health dependant on damage dealt, a kind of a life leech.

 

Anyone agrees?

Edited by archangel979

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I'm gonna go with a no on this one. The lore says there is no healing magic in PE and the game can theoretically be made so this is not an issue. Characters just need to be given enough Health that equates to rough survival time in the Infinity Engine games taking into account healing spells and consumables.

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I'm gonna go with a no on this one. The lore says there is no healing magic in PE and the game can theoretically be made so this is not an issue. Characters just need to be given enough Health that equates to rough survival time in the Infinity Engine games taking into account healing spells and consumables.

 

I'm going to agree with Sensuki here. In addition, at least in my experience, the better I've come to understand the game, the longer I've been able to go between rests. The stamina/health/rest tension is working out to be a wonderful per-battle-tactics and per-rest-strategy tension/interplay. There are kinks to be worked out sure, but adding healing magic is definitely something I would think is self-defeating.

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I vote no on this one too. I like the stam/health mechanic, it just needs a tune-up (which it is getting in the next build). Don't water it down with healing magic.

 

I wouldn't object to short-duration buffs that temporarily make damage stamina-only. I wouldn't request them either, though.

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I'm gonna go with a no on this one. The lore says there is no healing magic in PE and the game can theoretically be made so this is not an issue. Characters just need to be given enough Health that equates to rough survival time in the Infinity Engine games taking into account healing spells and consumables.

 

Exactly this. The whole point of the current health system is not to have healing spells. The "IE-ish" healing dealt by healers is accounted for in the total party HP pool.

Edited by Uomoz

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I say that make it cost gold/rare resource instead of making it per rest. And fix gold economy. 


"The essence of balance is detachment. To embrace a cause, to grow fond or spiteful, is to lose one's balance, after which, no action can be trusted. Our burden is not for the dependent of spirit."

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Not all my suggestions were Healing spells. Lore excuse does not work against it. 

 

What is the difference between giving limited health replenish abilities or giving more health to your characters? Except one puts more control into player hands which is always a more fun choice.

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Meant to be a strategic concern, not a tactical one. Only way to heal health is by resting, which uses up gold (at inn), time (at stronghold), or camping supplies. You have plenty of control over stamina/endurance which is tactical choices. How well you play over time is meant to be the concern for health.

Edited by Hormalakh

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I'm gonna go with a no on this one. The lore says there is no healing magic in PE and the game can theoretically be made so this is not an issue. Characters just need to be given enough Health that equates to rough survival time in the Infinity Engine games taking into account healing spells and consumables.

 

But wait, sleeping will heal a broken arm a severed hand or some such bull crap? Yeah I don't buy it at all. Lore has nothing to do with it.

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I'm gonna go with a no on this one. The lore says there is no healing magic in PE and the game can theoretically be made so this is not an issue. Characters just need to be given enough Health that equates to rough survival time in the Infinity Engine games taking into account healing spells and consumables.

 

But wait, sleeping will heal a broken arm a severed hand or some such bull crap? Yeah I don't buy it at all. Lore has nothing to do with it.

 

 

If you get a severed hand in the PoE settings you would have to retire from adventuring, the setting doesn't have magic that can regrow your hand...

 

The health damage you get in combat is bruises, burns, cuts and scraps that accumulate fights after fights. The stamina/endurance "damage" is just your character getting exhausted from fighting, blocking and avoiding hits.


Azarhal, Chanter and Keeper of Truth of the Obsidian Order of Eternity.


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If you get a severed hand in the PoE settings you would have to retire from adventuring, the setting doesn't have magic that can regrow your hand...

 

The health damage you get in combat is bruises, burns, cuts and scraps that accumulate fights after fights. The stamina/endurance "damage" is just your character getting exhausted from fighting, blocking and avoiding hits.

 

No it's not, when you drop you get maimed. If you don't know what maimed means google it.

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Lol gfted1. You do understand that the game will be easier for you as a result?

 

So? Artificial difficulty is not something I'm overly interested in. Besides you can get the same effect of unlimited healing just by going back to town, so if eliminating that makes the game easier, then sign me up.

Edited by Sarex
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Well I would not want to use mods that will make the game easier.

 

Well I will not go back to town unless I cannot do the encounters in any other way. And going back to town means you sell stuff, buy better ones and maybe turn in some quest that gain a level. Then you come back and continue where you left off.

Edited by archangel979

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Lol gfted1. You do understand that the game will be easier for you as a result?

 

Yep, that's the point of me using them. I prefer to tackle encounters at full party strength, maybe not every trash encounter, but definitely for larger / important encounters.

 

EDIT: And as Sarex points out, saves me from schlepping around.

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I edited my post to clarify.

 

Well I would not want to use mods that will make the game easier.

Well I will not go back to town unless I cannot do the encounters in any other way. And going back to town means you sell stuff, buy better ones and maybe turn in some quest that gain a level. Then you come back and continue where you left off.

 

That is your choice, but the game doesn't stop us from going back and healing. Also you can go to town just to heal and buy camping supplies, there doesn't need to be any other reason.

 

This mode just cuts out the degenerative gameplay of going back to town whenever you want to heal.

Edited by Sarex

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If you get a severed hand in the PoE settings you would have to retire from adventuring, the setting doesn't have magic that can regrow your hand...

 

The health damage you get in combat is bruises, burns, cuts and scraps that accumulate fights after fights. The stamina/endurance "damage" is just your character getting exhausted from fighting, blocking and avoiding hits.

 

No it's not, when you drop you get maimed. If you don't know what maimed means google it.

 

 

Only if you are playing with character permadeath disabled and only if your health reach 0. Stamina dropping to 0 just makes you unconscious for the duration of the fight.

The maimed state exist only because most players hates permadeath...


Azarhal, Chanter and Keeper of Truth of the Obsidian Order of Eternity.


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Only if you are playing with character permadeath disabled and only if your health reach 0. Stamina dropping to 0 just makes you unconscious for the duration of the fight.

The maimed state exist only because most players hates permadeath...

 

I don't follow, how does that change anything. Maiming exists and sleeping heals it.

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I have no idea why players are masochistic enough to play absolutely artificial difficulty on completely fabricated odds that they self impose. I for one prefer to just abuse the resting mechanics than punish myself for "playing non-degeneratively".


"The essence of balance is detachment. To embrace a cause, to grow fond or spiteful, is to lose one's balance, after which, no action can be trusted. Our burden is not for the dependent of spirit."

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I also feel a little uneasy about this maiming mechanism.

If you become crippled, just have a good night of sleep and it will be as if nothing ever happened? Weird.

 

BG-style death or PE-style permadeath makes more sense.

 

I think (semi)permadeath should be the default, or the only possible option. If you want to revive your character, go to a church/temple or reload the latest quick save.

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Hmmm...I'd much rather a trait for "out of combat healing" that essentially allows any character to have access to healing that is outside of combat at the price of combat efficiency/other traits. Basically becomes a trade off that allows you to be less annoyed after a fight and allows you to use as much as you need based on your skill level, of course, at the cost of some combat efficiency or other potentially useful trait.

 

Can call it "First Aid" or something along those lines.

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