Manxome wrote:But apparently you do care whether I can survive extra enemy damage because I have exceptional resilience or because I carry a medical kit, which strikes me as incongruous.
With non-combat healing, the healing isn't available during the fight. So it matters how many hit points you have right now, because you don't
get more until
after this fight. This is actually
how D&D works right now, because in-combat healing actions are too small relative to damaging actions to be effective until Heal is available, and by then most of your enemies aren't killing you with damage anyway. The noncombat healing model reduces the effect of attrition, it doesn't let you spend in-combat actions to act as extra hit points for your friends (an act even more boring than out-of combat healing).
Manxome wrote:Healing as a general concept, perhaps. Healing as you have been suggesting it should work cannot do any of those things (except the ambush, I guess), because they require healing injuries either not caused by combat or not caused recently.
Okay, that would be healing presented as
one option I'm considering. Read broadly enough it's not even that restrictive, since as long as the healing comes after the combat, it doesn't matter how
long after the combat. So if you hadn't cured that giant since last combat, he's a viable target. The more important hole of 'can the PCs kick around their own Summon Monster I to refresh healing, and if not, why not?' has been raised already.
Manxome wrote:On a side note, offering people boring options that are debatably better than the interesting options is probably a bad idea, and if you're a PC in a typical RPG, reliability is inherently valuable.
Some people
want boring. Some people will choose a four-healer party and basically not care about attrition damage. They'll miss out on benefits only available through other skills, and their non-combat encounters will not have a lot of options or thought involved, but they will go into every encounter at full hp, and some people want that instead of, y'know, the other thing.
On the topic of reliability, every Rogue is essentially gambling that this adventure isn't a trapless Undead/Construct hoedown. From the other angle, every party without a Rogue is gambling that they won't wander into Grimtooth territory. If the characters walk into a preconstructed module, it's actually a gamble. If the characters are walking into a scenario designed for them, their GM is bad at his job if he doesn't include at least some cool shit that each character can do.
One of the things that should come free with each limited applicability power is the
requirement that a certain proportion of encounters include a use for it. When a player rolls a Paladin, he's telling the GM: 'I want to play a holy warrior who utterly wails on demons, vile sorcerers and black knights; bring those guys on.' Not including at least some of them is cheating the player. The same for Rogues v Traps, Rangers v their choice, and so on.
That's getting into what I want from Adventures.
Manxome wrote:What is the value of that distinction? A ten-hour ritual that gives you laser eyebeams for the rest of your life isn't useful in a combat timeframe, but that's just flavor for "I can shoot laser eyebeams," which is useful in a combat timeframe. That distinction causes mechanically equivalent effects to be classified differently based on flavor.
Are those eyebeams used with combat actions? Then it's a combat ability. The ten-hour ritual is a special effect of your levelling up and getting that combat ability. The noncombat version would be like a Disintegrate that took ten rounds to cast. You could sculpt with it, tunnel with it, destroy a dam with it; but when the broadswords start swinging, you don't bother with it, except under circumstances limited enough for me not to care.
I am
agreeing with you that a long-term buff is a Combat ability. The buff is effectively always on, just like Weapon Specialization is always on. It's not relevant to healing, because healing is not a long-term buff, except in ways that can be mimicked by other non-combat abilities.
Manxome wrote:Your suggested version of healing is mechanically equivalent to "I project a magical aura that causes nearby allies to ignore the first X damage they take in each battle" except for a few technicalities. That aura is obviously a combat ability. Why is it that the bandaging version isn't?
Did you miss the part where I said
after each combat encounter? It's not ignoring the
first X taken, it's recovering the
last X taken. There really is a difference.
If I have 10 hit points, and am protected by a 10-point aura, and am hit for 15 damage, I'm still up. On the other hand, if instead of that aura, I will heal up to 10 damage after the fight, that 15-point hit takes me out, and even if I'm not technically dead, I don't get to participate in the rest of the fight. Even if the healer can get me standing up from -5, it's not worth his next 10 combat actions to get the effect off, the fight's over by then.
I don't mind this debate taking up more room in the thread, but I think we may have reached an impasse of communication. If you're making a valid argument, I'm not getting it; and if I'm making a valid argument, you're not getting it. I propose you give it one more shot to convince me, and if I still don't get it, we'll agree to disagree and move on. Acceptable?