RandomCasualty wrote:So when do you get your lives back?
When you get healed past the maximum of your second life. I guess my wording can use some (or a lot) of improving.
RandomCasualty wrote:And does that apply to monsters too or just PCs?
If you just want longer fights it should apply to monsters too. If your goal is to have the PCs die less the monsters should stay with just one life.
clikml wrote:The raw damage dealer now takes more than twice as long to kill stuff, compared to the wizard's two spells (can quicken a save or die to still double kill in one round I reckon if you really want to rub the fighter's nose in it).
Statistically everyone now takes twice as long to kill their opponents (well, barring the fast healing). Yes, wizards can still one-round low save targets, but damage dealers can still one-round low HP targets too.
clikml wrote:It really doesn't help let save or dies and raw damage help each other, it just makes raw damage much worse (and thus save or dies more powerful relatively).
Currently if you toss a save-or-die at something that has been damaged down to 50% of it's HPs you are wasting all of that damage. If you go with two lifes you can stack damage and save-or-dies.
clikml wrote:* Fast healing 5? WTF? Intended to slow down raw damage dealers even more I guess.
Actually that is intended to not use up wands of cure light wounds at twice the usual rate. You can throw this bit right out, change it for something level dependant, instead double all healing or make it out-of-combat only (this is always hard to define though). As is it should not even be noticeable past during combat past level 8 or so.
clikml wrote:* This messes with much of how healing, spells and many many other abilities function. You're going to find it's tentacles reaching into many aspects of gameplay with unintended results.
Well, duh. It is intended to change the way combat works for everyone. It would not be much use if it only affect damage.