is fast healing 1 op on a ring


Pathfinder First Edition General Discussion

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graystone wrote:
Vidmaster7 wrote:
putting all your money into wands is still not infinite healing.

Where is this infinite healing? I haven't found that method yet.

Vidmaster7 wrote:
Who said anything about interrupting the monsters every time they try t heal whit a wand where did that come from?

"full rest up after every single encounter." I was taking it to be in reference to healing as that is the topic at hand. If you were referencing something else, I was justifiably confused as you switched topics. 8 hours rest has no baring on what we're talking about so... I don't know what's it's here for.

Vidmaster7 wrote:
Yes their is other resources you have to manage like spells, wands and potions

And the fast healing object fits right in there too because it uses one of the MOST VALUABLE in the game: Time. Each hp is 1 round of buffs ticking away, and as you said, 'spells, wands and potions' are resources so having to reapply them because you took out an hour to heal sounds like it's not removing resource use at all.

Vidmaster7 wrote:
Your game do what you want but don't try and pass some lie off that PF/D&D isn't a resource management game.
AH... That's what I want to say to you... Please don't try to ignore the fact that cheap/easy healing exists or say that fast healing would somehow cause the sky to fall. You're just ignoring that time is a resource to track.

Hey your the one talking about someone attacking every time they break out a wand. Still doesn't make sense. I was just saying its not typical for a group to be able to restore all their resources after every encounter.


Vidmaster7 wrote:
Hey your the one talking about someone attacking every time they break out a wand. Still doesn't make sense. I was just saying its not typical for a group to be able to restore all their resources after every encounter.

You were talking about not being able to rest up [which i took to mean heal] after a fight. To me, that means something has to interfere with healing for that to happen, like random monster attack. That was ALL in response to your saying no rest after an encounter.

I didn't take it as "able to restore all their resources after every encounter" as we weren't TALKING about all resources but just healing. DM's allow healing up after a fight and usually, that means canned spells. So I was assuming you were staying on topic and got confused when you made a sharp right turn off into a field somewhere...

Klorox wrote:
A ring of regeneration is infinite healing, it will heal all that you have suffered while wearing it, just not instantly, but MUCH faster than by rest/extended rest.

But that's not infinite, but the definition of finite. There is a clear identifiable number it can heal: damage taken. It also isn't on demand but is doled out over time: much faster than natural healing isn't very exciting when it can be tens to hundreds of times slower than magic healing. If you want to say inexhaustible slow healing, that's closer to correct.


by your definition, infinite healing cannot exist since that would imply an actually infinite number of hit points to be healed, which is an impossibility as any non divine being has a finite number of hit points.


Except I was talking about resource management. Hp is a resource. some classes their only resource is HP. Hence the mention of the fighter. (provided you don't take the stamina stuff.) Also initially I did say unlimited healing and both a ring of regen and a ring of fast healing is unlimited. The fast healing ring you could let pass between an entire kingdom and it will eventually heal em all while a wand would run out of charges. Now mind you at the appropriate level I don't see a problem with the ring of fast healing but if you give it out to soon (I.E make its cost to low) It could cause problems for a game primarily at low levels. granted once you have hundreds of hp its not gonna be a huge deal.


Klorox wrote:
by your definition, infinite healing cannot exist since that would imply an actually infinite number of hit points to be healed, which is an impossibility as any non divine being has a finite number of hit points.

Correct. Infinite is an incorrect term for this. For infinite healing, you'd first need something with infinite HP to heal, then be able full heal it. This is a bit of a paradox though, as any damage less than infinite is not noticeable. So you'd need someone to deal infinite damage to an infinite hp creature before infinite healing comes into play. And it's not MY definition of infinity, it's the ACTUAL definition of infinity.

And for the average game, healing is effectively inexhaustible. A few cure wands and you're fine. Go through one and you have a few to go through, leaving plenty of time to get new ones. A DM have to set up a very specific schtick game to make healing an actual resource past the first few levels. It's just too easy/cheap NOT to have the healing available on demand.

Vidmaster7: "resource management" , you where talking about HP and how fighter would be resourceless. At NO TIME was there mention of 8 hr sleep or regaining any other resources, at least in THAT post. You only brought up other resources later.

You seem to be putting fast healing as inherently better than wands and that really isn't the case. Wands are cheap enough that running out isn't really a factor unless the DM is playing a fast one on the players. So the 'pass between an entire kingdom and it will eventually heal em all while a wand would run out of charge' thing isn't really a factor. The time lag is a MAJOR factor you are still overlooking. 1/rd fills you up for the next day really well but it's the worst for healing you for the next combat before buff go away. It's a 'resource management' between getting hp slowly or trying to move on for buffs. This is where the 'unlimited healing' is shown to be false. If the only healing were fast heal, I bet a LOT of fights would start with wounded players and active buffs as opposed to letting buffs go and sitting around for minutes/hours healing after every combat.


if you have fast healing 1 in one hour you will heal 600 hp.... what level are we talking about where you need hours to heal?


like a cleric's allowance of spells and the need to rest to replenish them is my guess.


Vidmaster7 wrote:
Except I was talking about resource management. Hp is a resource. some classes their only resource is HP. Hence the mention of the fighter. (provided you don't take the stamina stuff.) Also initially I did say unlimited healing and both a ring of regen and a ring of fast healing is unlimited. The fast healing ring you could let pass between an entire kingdom and it will eventually heal em all while a wand would run out of charges. Now mind you at the appropriate level I don't see a problem with the ring of fast healing but if you give it out to soon (I.E make its cost to low) It could cause problems for a game primarily at low levels. granted once you have hundreds of hp its not gonna be a huge deal.

For an entire kingdom the vast majority would heal naturally before you got the ring to them.

omigod natural healing is unlimited!


barely 24 hours to heal your level.

See the problem you guys are having is the scale. If you have 20 hp the ring should be fine for most of your healing needs. if you are a class that doesn't rely on prepared spells you don't need a break longer then 2 minutes for every fight of the day. you could fight 100 encounters with no need to stop. the wizard at this point has been almost useless since encounter number 3-4

However if you are higher level then then you might be better off with the wands.

You have no scale to your argument at what point would you say this item is to good for a certain level? Can I give it to 1st level character? I agreed at a certain point the wand is better but you guys act like the ring is useless.

Heck why not just a wand of endless cure light wounds or a self-refilling potion of healing? you got a problem with those?


Vidmaster7 wrote:
if you have fast healing 1 in one hour you will heal 600 hp.... what level are we talking about where you need hours to heal?

You have a group with several pets/familiars/ect it's not hard to get that much even at lower levels. You have 5 players, each with a pet, that's 60 hp each. If we're talking about getting rid of wands, I was figuring a single item swapped around. Everyone having their own is too pricey.


Vidmaster7 wrote:
Can I give it to 1st level character?

Can a 1st level character afford 5000gp worth of magic item. If yes, then sure. The 'scale' is built into the price.


graystone wrote:
Vidmaster7 wrote:
if you have fast healing 1 in one hour you will heal 600 hp.... what level are we talking about where you need hours to heal?
You have a group with several pets/familiars/ect it's not hard to get that much even at lower levels. You have 5 players, each with a pet, that's 60 hp each. If we're talking about getting rid of wands, I was figuring a single item swapped around. Everyone having their own is too pricey.

I'm not the one saying the item should be cheap. I think it should cost more then what some people were saying, and who said anything about replacing wands?

My sole argument is the item shouldn't be too cheap because at lower levels it will make other forms of healing a waste of a spell slot or money on a wand and it will knock out a portion of resource management. The cleric can at least use all his spells for offense so that is not bad.

If the item costs is going to be cheap just get one for everyone....


Vidmaster7 wrote:
My sole argument is the item shouldn't be too cheap because at lower levels it will make other forms of healing a waste of a spell slot or money on a wand and it will knock out a portion of resource management.

The price on 2 fast healing items now is 5000gp. They have restrictions on their use so something like 10000gp seems reasonable. Enough where everyone isn't buying them. If you make it higher, by the time you can afford it, it's too slow to matter much.

A don't see ANY level were fast heal removes the need for healing magic of healing resource management. Even of it's only in combat, it's still management.


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This item is so easy to design that I don't understand why people are arguing some of the most semantic stuff there is; maybe because they want to?

It's quite clear that the OP really only wants the hit points per round, because he wouldn't have posed this question if he knew the other ramifications of what the ability he wanted can theoretically do. So, let's get him what he wants: An item that gives hit points per round with none of the "OP badwrongfun" baggage.

Quote:

Loop of Recycled Vitality

Aura Moderate Conjuration; CL 12th

Slot Ring; Price I (5,000), II (10,000), III (15,000), IV (20,000), V (25,000)

DESCRIPTION
This enigmatic ring is fashioned with a symbol of infinity on its surface, constantly shifting and distorting in shape based on the wearer's condition. A wounded wearer will have its symbol appear jarred and crudely fashioned; a dead wearer will have its symbol of infinity appear incorrect and broken compared to an otherwise living wearer.

When worn for 24 hours, the symbol on the ring of a living wearer fixes itself to an appropriate shape and grants the wearer a sense of endlessness, aiding his ability to maintain his well-being. The ring restores one hit point every 6 seconds based on the quality of the ring (I restores 1 hit point, II restores 2 hit points, and so on). The hit points regained from this item do not stack with other effects that regain hit points every round (such as Fast Healing or Regeneration); only the higher of the two effects apply.

This ring does not restore hit points lost from Constitution drain or damage, nor does it repair ability damage, ability drain, or ability penalties of any kind. It similarly does not repair physical injuries such as severed or broken limbs, as the symbol cannot differentiate between the different form of its wearer. The ring may serve to counteract any constant damage suffered (such as from a bleed effect or an Acid Arrow spell), but does not stop such effects from taking their course normally, and any persisting effects must be fixed through other means.

CONSTRUCTION REQUIREMENTS
Forge Ring, Regenerate, Haste; Cost 2,500 (I), 5,000 (II), 7,500 (III), 10,000 (IV), 12,500 (V)

RPG Superstar Season 9 Top 16

graystone wrote:
I have to say, I've agreed with absolutely nothing you posted.

If you prefer a game where players heal for free after every fight, that's totally fine. But to say it has little to no adverse impact on the game is nothing short of a fallacy.

Spoiler:

graystone wrote:
Cyrad wrote:
And those other resources will drain significantly less if damage has no consequence unless it kills you before the end of the battle.

They drain at the same rate. The only difference is that the party that has healing withheld stops before it has actually USED it's other resources because hp have run out. Not fun in my book, unless sleeping with 1/2 your spells left if fun.

That conclusion makes no sense considering that much of the tactical decision-making during combat involves deciding whether to risk getting harmed in battle or use a limited-use ability to ensure the battle goes smoothly. This is a basic game design concept. The point of finite healing isn't to screw over the party. It's designed to add gameplay through variable levels of consequence of action. Infinite healing creates binary consequence, which makes the game more dull.

graystone wrote:
Cyrad wrote:
As long as healing has a gold and preparation cost, consumables will never have the same effect as an at-will healing option. Even a glance at the economics can easily prove this.

I glanced at it, and I see something VERY different than you. The ONLY, and I do mean ONLY difference is out of combat action economy and 99.9% of the time, that's meaningless.

This is like saying research into free infinite energy is meaningless because fuel only costs ~2-3 bucks a gallon and you only need to fuel your car once a week. With cure light wounds wands, damage has a cost of 30/11 (~2.72 gp) per hit point of damage. As long as this cost exists, a CLW wand is not the same as infinite healing because damage, in itself, has a tangible consequence on the party's longterm and short term resources. And this says nothing about the cost of preparation, which is a cornerstone of an adventure game where threats can be unassailable if you're not properly prepared.

All of this is meant to create gameplay by influencing decision-making.

graystone wrote:
Cyrad wrote:
The major issue with wands is that they make healing feel trivial because you can easily stockpile them and only one player is responsible for managing them. This is why my group removed wands from the game and replaced them with potions that cost the same as wand charges.

So what you're saying is that things feel different if you houserule it to make it MUCH harder on the players. I agree, but that has little to do with a standard game that actually follows the rules. ANd you actually disagree with yourself on economy as you're fine with the cost, you just make each 'charge' cost weight.

The argument here doesn't follow. Potions/wands still have a cost.

This house rule has been running for two separate groups of players for several years. Both of the groups like it better than wands and think it makes more sense that potions are the staple healing item. And both groups would rather have this system than one where you heal for free after every battle.

graystone wrote:
Cyrad wrote:
Jeraa is totally correct why an at-will healing option will dramatically impact a campaign.

She might be correct for HER game, but not for any I've ever been in.

She's correct because that's how the game is designed. The fact that the game designers go out of their way ensure any at-will healing option doesn't exist should communicate the impact it would have on the game. The game assumes healing is not infinite and costless because it would impact how it's played. Going contrary to this assumption will change the game. If you like the way it changes the game, that's totally okay. But to argue there's little impact is untrue.

graystone wrote:
Cyrad wrote:
It simplifies the game's economics at the cost of removing a significant amount of depth.

It's a 'depth' that I seen dozens of DM in the past not care about. In fact, I haven't played with one that did.

Not all GMs are good game designers. Which is fine because you shouldn't need to be a good game designer in order to run a game (though it helps). However, it does mean that a GM can change the game in a way that has unwanted consequences because they failed to fully comprehend the effect their rules changes have on the game.

graystone wrote:
Cyrad wrote:
The entire combat system (as well as some non-combat systems) revolves around playing smart to avoid taking damage.

It DOES? I missed that in the combat section? Where is that printed?

Printed rules seldom directly communicate the interworkings of a game's design. Because you shouldn't need to have game design skill to run or play a game. Just as you shouldn't need an engineering degree to operate your car or change a spark plug.

graystone wrote:
Cyrad wrote:
Combat loses depth if damage has no consequence unless it kills you before the end of the fight.

The only valid tactic in combat is YOURS?

Non-sequitur argument?

graystone wrote:
Cyrad wrote:
It makes combat more binary.

So everything about combat is solely based on avoiding damage and if I don't I'm playing wrong?

You're either constructing a strawman of my argument or I didn't explain it well enough. A foundation of combat is that you're incentivized to play smart in order to mitigate the cost of battle. Without this dynamic, combat feels pointless and loses tension. It's more challenging for a GM to facilitate this dynamic if damage completely heals after each battle at absolutely no cost to the party. Combat isn't as tense if only cost of battle is death and longterm status conditions.

graystone wrote:
Cyrad wrote:
It doesn't matter if your big dumb fighters collectively took 275 damage by playing like idiots if it costs the party absolutely nothing to bring them back to full health.

If that what the player enjoys, what's wrong with it?

It will eventually get dull as the player gradually realizes (perhaps on a subconscious level) that his reckless playstyle has no consequence as long as he doesn't die or suffer a lasting condition. For a year-and-a-half, I played a character not unlike Reinhart from Overwatch that threw himself into battle while soaking up tons of damage. It would have gotten boring fast if he just completely healed at no cost after every battle. Things got tense after surviving a battle and having to use a lot of potions to bring me back to full. Playing risky isn't fun if you lessen the consequences and make them binary.

graystone wrote:
Cyrad wrote:
Combat will get samey and dull and force the GM to resort to making every encounter lethal or use annoying mechanics like negative levels and ability drain more often.

You touch on a single aspect of combat, damage, and base they entirety of how the combat feels on that? Tactical positions, teamwork, flanking, buffing, aid others, ect. All that is meaningless and add NOTHING to the combat as it's all about if you heal to full afterwards?

The entire point of those tactics is to end a fight quickly and efficiently in a way that mitigates the cost of battle. Those tactics are less meaningful if you heal for free at the end of every battle because the consequence of not using those resources is significantly lessened.


Darksol the Painbringer wrote:

This item is so easy to design that I don't understand why people are arguing some of the most semantic stuff there is; maybe because they want to?

It's quite clear that the OP really only wants the hit points per round, because he wouldn't have posed this question if he knew the other ramifications of what the ability he wanted can theoretically do. So, let's get him what he wants: An item that gives hit points per round with none of the "OP badwrongfun" baggage.

Loop of Recycled Vitality
Aura Moderate Conjuration; CL 12th

Slot Ring; Price I (5,000), II (10,000), III (15,000), IV (20,000), V (25,000)

DESCRIPTION
This enigmatic ring is fashioned with a symbol of infinity on its surface, constantly shifting and distorting in shape based on the wearer's condition. A wounded wearer will have its symbol appear jarred and crudely fashioned; a dead wearer will have its symbol of infinity appear incorrect and broken compared to an otherwise living wearer.

When worn for 24 hours, the symbol on the ring of a living wearer fixes itself to an appropriate shape and grants the wearer a sense of endlessness, aiding his ability to maintain his well-being. The ring restores one hit point every 6 seconds based on the quality of the ring (I restores 1 hit point, II restores 2 hit points, and so on). The hit points regained from this item do not stack with other effects that regain hit points every round (such as Fast Healing or Regeneration); only the higher of the two effects apply.

This ring does not restore hit points lost from Constitution drain or damage, nor does it repair ability damage, ability drain, or ability penalties of any kind. It similarly does not repair physical injuries such as severed or broken limbs, as the symbol cannot differentiate between the different form of its wearer. The ring may serve to counteract any constant damage suffered (such as from a bleed effect or an Acid Arrow spell), but doesnot stop such effects from taking their course normally, and any persisting effects must be fixed through other means.
CONSTRUCTION REQUIREMENTS
Forge Ring, Regenerate, Haste; Cost 2,500 (I), 5,000 (II), 7,500 (III), 10,000 (IV), 12,500 (V)

its a good start but since the fast healing has no strings attached i would say that the cost should go up just a little say double but it should not completely override somethings regeneration(if it has it) otherwise sure they would be getting more hp per round(hopefully) but would lose the main ability of regeneration(not dying so easy) and while some damage over time effects it should not end bleed is something that it should as all healing effects end bleeding i also think the line it does not heal damage from starvation or suffocation needs to be added in


Cyrad wrote:
graystone wrote:
I have to say, I've agreed with absolutely nothing you posted.

If you prefer a game where players heal for free after every fight, that's totally fine. But to say it has little to no adverse impact on the game is nothing short of a fallacy.

** spoiler omitted **...

graystone wrote:
I have to say, I've agreed with absolutely nothing you posted.

To say it has any great impact on the game is nothing short of a fallacy.

You are pretending that this kind of item results in full healing instantly after every fight without taking the consequences of speed vs conventional methods or comparing the costs of wands vs fast healing as compared to total wealth. It's far from "binary" unless you just look at if from "OP badwrongfun" POV and ignore the downside of waiting a round for every hp healed or the number of healing wand you could buy for the cost of that fast heal item. In effect, to you it's binary because you want it to be. To me, there is a real decision to be made between healing and letting buff durations tick down or saving buffs and moving on: it doesn't seem "binary" to me.

Shadow Lodge

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graystone wrote:
To say it has any great impact on the game is nothing short of a fallacy.

BS. You're going from an ongoing expense to a one-time expense. That is a paradigm shift. Otherwise they wouldn't have changed Cure Minor Wounds into Stabilize.


TOZ wrote:
graystone wrote:
To say it has any great impact on the game is nothing short of a fallacy.
BS. You're going from an ongoing expense to a one-time expense. That is a paradigm shift. Otherwise they wouldn't have changed Cure Minor Wounds into Stabilize.

an on going expense that even if taken to lvl 20 will still probably be less then the initial cost of the ring

Shadow Lodge

Which cost?


TOZ wrote:
Which cost?

if the cost for fast healing 1 with no strings attached was around 10k(the initial cost of the ring) it far out ways any cost on buying wands for healing even if you go to 20

Shadow Lodge

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You go through less than 14 wands of CLW in a party?

(edited for better comparison)


TOZ wrote:
You go through less than 14 wands of CLW on a character?

in the history of like 12 campaigns regardless of rules we've gone threw 1 and a half wands of cure light wounds and a few potions for the entire party

Shadow Lodge

I honestly have no idea how that is possible. My 15th level Life Oracle is on her 3rd, and she wasn't the only one using wands.


TOZ wrote:
I honestly have no idea how that is possible. My 15th level Life Oracle is on her 3rd, and she wasn't the only one using wands.

with smart play/positioning and a decent ac/saves will reduce damage to minimal then having 1-2 people with healing spells on their list or other built in healing abilities like fervor, lay on hands or channel energy to heal any damage that is actually taken helps a lot which then allows us to spend the gold saved from not buying wands or pots to be spent on gear to help us prevent taking damage in the 1st place

Shadow Lodge

Again, my 15th level Life Oracle has gone through more wands than you have, in a campaign that great mitigates the number of expenditures of said wands. I have no idea how you can have done that, whatever you claim.


TOZ wrote:
graystone wrote:
To say it has any great impact on the game is nothing short of a fallacy.
BS. You're going from an ongoing expense to a one-time expense. That is a paradigm shift. Otherwise they wouldn't have changed Cure Minor Wounds into Stabilize.

Healing 1 hp/round DOESN'T mean you instantly heal after combat so this "paradigm shift" is false and disingenuous. A fast healing items doesn't impact in combat healing in any meaningful way. It only impacts out of combat healing if you're willing to let large chunks of buffs vanish as an ever increasingly large amount of time passes for hps to heal.

The ONLY, and I truly mean ONLY, thing that impacts it healing during your 8hrs rest to regain class features. So it saves on end of day healing. Big woop... I don't see this as a "great impact" and cries to make it so to be 'making mountains over molehills'. The 'impact' is saving yourself tracking healing charges for rest healing... Super 'game changing' right?

TOZ wrote:

You go through less than 14 wands of CLW in a party?

(edited for better comparison)

Before anyone brings up Lady-J's way of playing the game, yes my parties [multiple/different] bought less than than. Much less in fact. Are you going through a wand a level? That's a game style FAR from one I'm used to.


TOZ wrote:
Again, my 15th level Life Oracle has gone through more wands than you have, in a campaign that great mitigates the number of expenditures of said wands. I have no idea how you can have done that, whatever you claim.

i just told you how we did it... we even had one person who when they retired the character they had never been not at full hp by the end of combat threw good positioning, tactics defensive abilities/self healing. if you play smart hp barely is a resource that needs to be managed and is only necessary to have in combat healing for when luck isn't in your favor and some one gets hit with a natural 20 now even though some in our group still haven't grasped the ability to use tactics to their fullest and still take some damage we usually have enough uses on innate healing class features or spell slots to top them off

Shadow Lodge

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Lady-J wrote:
i just told you how we did it...

And the nicest thing I can say about it is that I don't believe you.


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Going to agree with TOZ on this, even with the best of tactics I don't see how you can do this.

Shadow Lodge

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Oof, that feels weird. :)

If it were just your usual games, sure maybe. But saying across all rules styles, is a bridge too far.


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Lady-J's high power game style is something of public knowledge at this point. It is possible her games aren't comparable because of it. What may be true, if irregular, for her might not carry through to some tables.


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Azten wrote:
Going to agree with TOZ on this, even with the best of tactics I don't see how you can do this.

Yeah, we require out of combat healing but not at the rate we'd need a wand/level. NO need for a wand/post combat heals is atypical.

PS: Druid Herbalism has been a GREAT boon in reducing the need for buying healing. Wisdom modifier FREE potions/day quickly add up.


TOZ wrote:
Oof, that feels weird. :)

I know, right? XD


Azten wrote:
Going to agree with TOZ on this, even with the best of tactics I don't see how you can do this.

protect the squishies so they don't get hurt, have the front line have high enough ac that they cant be hit use battle field control to make sure enemies can only do things on your terms, these things reduce the damage the party takes over all drastically

Grand Lodge

Lady-J wrote:
Azten wrote:
Going to agree with TOZ on this, even with the best of tactics I don't see how you can do this.
protect the squishies so they don't get hurt, have the front line have high enough ac that they cant be hit use battle field control to make sure enemies can only do things on your terms, these things reduce the damage the party takes over all drastically

Which brings us back to the fact that your games have far higher numbers than expected :)


Jurassic Pratt wrote:
Lady-J wrote:
Azten wrote:
Going to agree with TOZ on this, even with the best of tactics I don't see how you can do this.
protect the squishies so they don't get hurt, have the front line have high enough ac that they cant be hit use battle field control to make sure enemies can only do things on your terms, these things reduce the damage the party takes over all drastically
Which brings us back to the fact that your games have far higher numbers than expected :)

its not hard to get a high ac just a +2 fullplate and a +2 shield will net you a whole butt load of ac even at mid level with a 12 dex if you go for more ac with feats or other class features you can get it higher and thats not even having a ring of protection or ammy of natural armor you can quite easily have a 32 ac or higher at or below lvl 9

Shadow Lodge

Even my 40AC Holy Vindicator gets hit.


TOZ wrote:
Even my 40AC Holy Vindicator gets hit.

they are also well over level 9 and could have high 50's low 60s in ac with magic items

Shadow Lodge

And now we're back to the differences between your games and everyone else.


Lady-J wrote:
they are also well over level 9 and could have high 50's low 60s in ac with magic items

Level 20 PCs will rarely have 50-60 AC, and even that is disputed through effect stacking, and usually at the cost of reduced offensive effectiveness (which means you're going to be the last person focused when facing smart enemies, which are 90% of encounters by that level).

You're also not discounting Natural 20s being a common occurrence.


TOZ wrote:
And now we're back to the differences between your games and everyone else.

not really with basic investments a frontline can at least pass 45 ac at higher levels, lets use a fighter as an example, 10 base, 15 from full plate, 1 from trait, 4 from dex, 8 from shield, 4 from ring, 4 from amulet, 1 from dodge 47 total maybe a few more if they want to invest more feats or pick a race with an inherent ac bonus or if they wanted to use a tower shield

even a a barbarian can get close even tho they are the lowest ac melee people(assuming standard build), 10 base, 6 from rage, 11 from breast plate, 5 from dex, 5 from amulet, 5 from ring will get 37


Darksol the Painbringer wrote:
Lady-J wrote:
they are also well over level 9 and could have high 50's low 60s in ac with magic items

Level 20 PCs will rarely have 50-60 AC, and even that is disputed through effect stacking, and usually at the cost of reduced offensive effectiveness (which means you're going to be the last person focused when facing smart enemies, which are 90% of encounters by that level).

You're also not discounting Natural 20s being a common occurrence.

while you will be sacrificing some offence, the trade of is you not dying as easily which is worth it and natural 20s don't occur that often and if you can make the enemies lives hell by not focusing you you don't have a problem combat maneuvers, shear damage or if they are intelligent even just taunting them and making them get mad at you will draw focus onto you and away from your party members

Shadow Lodge

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Lady-J wrote:
(assuming standard build)

None of your builds are what I would call standard.


TOZ wrote:
Lady-J wrote:
(assuming standard build)
None of your builds are what I would call standard.

2h str based half orc barbarian with beast totem line seams pretty standard to me


I think we're getting off into the weeds here. You don't have to get to the extremes for affordable expendables to cover out of combat healing. 5+ free Cure Serious Wounds potions/day put a dent in out of combat healing before wands need to be pulled out.


Lady-J wrote:
Jurassic Pratt wrote:
Lady-J wrote:
Azten wrote:
Going to agree with TOZ on this, even with the best of tactics I don't see how you can do this.
protect the squishies so they don't get hurt, have the front line have high enough ac that they cant be hit use battle field control to make sure enemies can only do things on your terms, these things reduce the damage the party takes over all drastically
Which brings us back to the fact that your games have far higher numbers than expected :)
its not hard to get a high ac just a +2 fullplate and a +2 shield will net you a whole butt load of ac even at mid level with a 12 dex if you go for more ac with feats or other class features you can get it higher and thats not even having a ring of protection or ammy of natural armor you can quite easily have a 32 ac or higher at or below lvl 9

That's fairly exaggerated, even at 9th level.

Let's take a Demonspawn Tiefling Paladin as an example, a race/class combination that's very self-reliant in a combat situation. He's taken an Oath of Vengeance against his own demonic kind for added offensive power. He's also not the brightest Paladin (5 Intelligence), but none can argue his powerful battle contributions.

This character can be expected to have 10 Base + 11 Full Plate + 3 Shield + 1 Shield Focus + 2 Armor of the Pit + 1 Deflection + 1 AoNA = 29 AC, which is on the high end since he has a feat that gives him +2 AC that's race-specific, and he's getting away with two-handing a weapon while using that shield via Shield Brace and Nodachi combo. He could fight defensively for 31 AC (which puts him at a -4 to-hit), or he can total defense for 33 AC (which outright negates him as a threat), but both actions aren't desirable contributions to combat. Against Smited foes, he gets an extra 5 AC, which can put him at the listed threshold, but monsters usually have pretty high to-hit across the board with their natural weapons and augmented physical stats; not to mention that it's fairly circumstantial, so it's not particularly reliable.

He can heal himself for 5D6+15 each turn (which is an average of 32.5 hit points, or a minimum of 20 and a maximum of 45) up to 10 times each day (which is an average of 325 effective hit points), and full attack at 9 Base + 5 Strength + 3 Weapon + 2 Divine Favor + 2 Divine Bond + 2 Wrath - 3 Power Attack = +20/15 and deal 1D10+25 damage per hit (average of 30). Against evil opponents, he can Smite to add an extra +6 to his attack roll (making it +26/21), and dealing an extra +9 damage (or 18 against Undead, Outsiders, and Dragons for the first hit).

Compared to an enemy that has 32 AC (which is the average AC of a CR 17 foe), that Paladin won't hit them half of the time with a mere +20 to hit. If the enemy is evil, his hit chances improve significantly, needing only a 6+ to hit on his first attack, and an 11+ on his iterative.

His saves are solid as well (15 for his Fortitude and Will, 9 for his Reflex, but he has all kinds of powerful healing so he can tank those blast spells). His skillset is lacking (only 1 rank per level), but Paladins in general lack skill points, so it's to be expected.

However, this assumes ample buffing time and the ability to engage an enemy quickly. Taking away his Divine Favor spell, Divine Bond ability, and Wrath spell, his to-hit chances dwindle away to extremely unfavorable odds (only +14/9) for significantly less damage (only 1D10+19).

So, I wouldn't say that 32 AC is easy to permanently reach, especially without sacrificing offensive power to do so, and having level 9 PCs face enemies whose projected AC is double the expected CRs they will be facing isn't exactly a walk in the park either.

**EDIT** Math is hard. Good thing we get multiple tries on it.


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graystone wrote:
I think we're getting off into the weeds here. You don't have to get to the extremes for affordable expendables to cover out of combat healing. 5+ free Cure Serious Wounds potions/day put a dent in out of combat healing before wands need to be pulled out.

Herbalist Druids want to go off into the weeds. How else you think they get their concoction ingredients?

"Ooh, Dandelions! Great for healing our stupid fighters!"


Darksol the Painbringer wrote:
So, I wouldn't say that 32 AC is easy to permanently reach, especially without sacrificing offensive power to do so

who said it had to be permanent? i only said 32 ac should be reachable by most frontliners, i'm fully expecting buffs to be thrown around otherwise monks wouldn't even come close to reaching those numbers


Darksol the Painbringer wrote:
graystone wrote:
I think we're getting off into the weeds here. You don't have to get to the extremes for affordable expendables to cover out of combat healing. 5+ free Cure Serious Wounds potions/day put a dent in out of combat healing before wands need to be pulled out.

Herbalist Druids want to go off into the weeds. How else you think they get their concoction ingredients?

"Ooh, Dandelions! Great for healing our stupid fighters!"

Not my potions! Mine are made from fresh squeezed critters: "other natural ingredients" ;)

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