Ascalaphus wrote:
Interesting analysis. I think with Garden of Healing they got carried away with the "yes but it could also heal your enemies" possible drawback, and the radius is restrictive. But out of combat it's a bit out of control.
Yes. The Exemplars Scar of the Survivor, to a lesser degree the Radiant Epithet, and the Animist's Garden of Healing are ones I wanted to point at as being pretty egregious but I didn't want to focus too much on them in this particular topic given that they are test material. It's more that the existence of these options being presented as possible future content does draw attention to how small the time investment needed for groups to attain full health is becoming with newer options.
The Raven Black wrote:
Just a note that the latter is called Assurance (Medicine). It's a Skill feat that I take for all my PCs who do Battle Medicine.
I did all of this math without assurance factored in at all, if I did all of the medicine checks would have effectively been pushed back. This is to say I was being overwhelmingly generous with my projected medicine numbers.
YuriP wrote:
But notice that these healing off-encounter abilities have their own unique costs. Medicine is just a skill that can be easily improved with just skill feats. Most other healing are part of a class chassis or require that you take some specific subclass or use class feats or choose an archetype.
I understand that some of them can heal pretty fast but in the end during most time all party will heal until full or will wait to refocus or use 10 or more minutes to investigate a room anyway. This won't change that much at all. In pathfinder most partys will usually try to stop 10-30 minutes to recover, investigate and refocus whenever they can and the healing speed usually doesn't change this at all.
This is actually in part my point. Let's isolate the comparison to two options instead, neither of which are medicine.
Lay on Hands and Ocean's Balm
They are both touch.
Both low level accessible.
They both come with subsidiary bonuses for combat.
And despite everything being almost a one to one comparison between the two, Ocean's balm provides roughly three times the health value and lay on hands requires a refocus while Ocean's Balm on the other hand doesn't come tied to a exploration activity.
What I mean by this is that the disparity between old and new is even more alarming when I don't consider medicine at all.
As for your point about groups healing until full, the question I would like to pose is, is it healthy for the game overall to have healing occur as fast is it is with the recent options? In my opinion it clearly cheapens older alternatives but the way these newer options are operating feels as though it also clashes with the expected norm for exploration activities. To touch back on the Ocean's Balm vs Lay on Hands for example, Lay on Hands interacts with exploration activities in the form of refocusing, the player utilizing it will need work with other group members to contribute to the healing knowing they'll need to invest more of their exploration activity time into refocusing if they choose to use it. Perhaps the group feels that player should instead have focused their efforts on searching or patrolling the area instead? Ocean's Balm on the other hand only interacts with exploration activities in the sense that the player utilizing it needs to stop what they're doing momentarily to use it again every 10 minutes, it doesn't have a time investment associated with it. The group could in theory continue traveling with the kineticist utilizing these types of tools every 10 minutes, to heal while moving, simply because it doesn't interact with exploration mode at all.
I'm of the opinion that the structure of the exploration activities hinges on an expected rest explicitly to heal. That a standard group of players will feel more inclined to continue with their journey instead of taking alternate options if healing has no time associated with it. And to further that I think players who do have subsidiary exploration activities they could be taking, such as players learning a spell with Magical shorthand or players who might want to finish repairing a dented shield, might feel bad for asking the group to stop their journey on their account if everyone is full hp at the snap of a finger.
NielsenE wrote:
Minor point, but I think your ward medic numbers are assuming Master proficiency before you can get it (you're multiplying by 4 and not 2)
This is true! Thank you for correcting me! I'm not sure if I can edit it, if I can I'm not seeing the option too. I'm a bit new to these forums.
The Raven Black wrote:
I have not checked either the numbers nor the abilities, but I feel many of the "old" healing methods can be used in combat whereas the new ones you mention cannot. If such is the case, the difference in numbers might actually reflect this.
All of the new out of combat healing methods I mentioned are combat tools. In fact, I believe them being so much stronger than other medicine alternatives in the sphere of out of combat healing is as a result of them being designed specifically for combat purposes, they just don't come with the standard out of combat limitations the old ones had.
Captain Morgan wrote:
Also worth noting that many of the old healing sources are going to be remastered and potentially buffed.
This is true, it's possible the remaster addresses this disparity. Though as I mentioned in my response to YuriP the increased rate of healing, and the lack of time spent associated with these new ones, feels as though it hampers the normal relationship between the various exploration activities.