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I think that it'd be a more balanced feature if they limited the amount of people that you can treat in an instance, and if they included a diminishing return feature. You can only bandage a wound so many times before it's not doing anything to help the healing process. Maybe keep the removal of the wounded condition but have a cap on the amount of health regained from the feature. It remains relevant to keep the players from dying, but it doesn't encourage taking large amounts of time to just heal to full. Limiting the amount of players just kind of makes sense too, since it's ridiculous to think that mundane healing can cover 6 patients in 10 minutes.


Because they are different. Deadly adds separate dice and scales with weapon quality. A legendary rapier will do 1d6 + 3d8 on a crit. Fatal increases the weapon die to the value and adds one extra weapon die. A legendary greatpick will deal 2d12 on a crit. This is especially noticeable when you add potency runes. The same legendary rapier at +5 will deal 6d6 + 3d8 on a crit, whereas a +5 legendary greatpick will deal 7d12 on a crit.