RtrnofdMax
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When does Fast Healing occur when gained from your judgment? I thought it occurred at the beginning of your turn, but this doesn't make that much sense for the inquisitor. Since you activate it as a swift action, and it gains +1 for each round after, up to 3, you would gain no hitpoints on your first round and 2 on your second. I imagine it is intended that you gain 1 the first round, 2 the second, and 3 from that point forward unless you change judgments.
Thoughts?
| DM_Blake |
I am reading the Fast Healing entry from the Bestiary and I don't see any mention of applying it at the beginning of the round. Other than simplifying it to make it easier to remember, I don't see any benefit to applying the fast healing at the beginning of the round, or any reason to do so from a RAW perspective.
And I'm fairly certain that the RAW and RAI both indicate that the judgment should begin immediately when you use your swift action, so I would apply the first HP right then, and each round thereafter increase as directed.
Themetricsystem
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When does Fast Healing occur when gained from your judgment? I thought it occurred at the beginning of your turn, but this doesn't make that much sense for the inquisitor. Since you activate it as a swift action, and it gains +1 for each round after, up to 3, you would gain no hitpoints on your first round and 2 on your second. I imagine it is intended that you gain 1 the first round, 2 the second, and 3 from that point forward unless you change judgments.
Thoughts?
To be completely honest I cannot see them leaving the fast healing judgment as is. It is simply put, way too powerful. Getting fast healing should not be this simple and gaining access to it at this point makes you VERY difficult to kill without some insane focus fire at low to moderate levels.
| Caineach |
RtrnofdMax wrote:To be completely honest I cannot see them leaving the fast healing judgment as is. It is simply put, way too powerful. Getting fast healing should not be this simple and gaining access to it at this point makes you VERY difficult to kill without some insane focus fire at low to moderate levels.When does Fast Healing occur when gained from your judgment? I thought it occurred at the beginning of your turn, but this doesn't make that much sense for the inquisitor. Since you activate it as a swift action, and it gains +1 for each round after, up to 3, you would gain no hitpoints on your first round and 2 on your second. I imagine it is intended that you gain 1 the first round, 2 the second, and 3 from that point forward unless you change judgments.
Thoughts?
If you can't deal 3 damage a round to him, you have bigger problems. Its not like he will have it every combat either. In the playtest, there were a number of people who felt it was underpowered. James seemed to like the power level of it though, so I really doubt it will be changed. And it is no where near as powerful as a Paladin's lay on hands, which he can better custom tailor, will heal more, and he will likely get more rounds of.
I think DM Blake is correct in his interpretation of it.
Hunterofthedusk
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Fast healing's real power lays in it's out of combat uses, which the Inquisitor's doesn't have. Fast healing during combat is very minimal, especially since the judgment stops when you fall unconscious, making it's only in-combat usefulness gone (stabilizing you when you fall into negatives, and bringing you back to consciousness). So, you're only getting back a maximum of 3 hp per round, and if you need focus fire to take that down... you're doing it wrong. I would rather use the DR judgment in that case, up until stuff starts getting magic weapons.
Themetricsystem
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As a melee combatant I would never choose to use anything other than Fast healing, as the groups likely primary healing class (which is one of the roles it plays) I would likely be getting an insane amount of hate from any intelligent group of enemies. Dishing out decent damage in melee, offensive, and healing spellcasting would make any inquisitor a primary target just behind that of a wizard floating above a battlefield.
This being the case using anything else would be foolhardy. This feels to me more like a requirement than it is an option and that is where things can get dangerous, when nothing else you have available to you has value. That is the sign of something being overpowered.
John Spalding
RPG Superstar 2011 Top 32
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As a melee combatant I would never choose to use anything other than Fast healing, as the groups likely primary healing class (which is one of the roles it plays) I would likely be getting an insane amount of hate from any intelligent group of enemies. Dishing out decent damage in melee, offensive, and healing spellcasting would make any inquisitor a primary target just behind that of a wizard floating above a battlefield.
The math doesn't support your position very well. Fast healing is nice, but it isn't the best option under most circumstances.
1) Against anything without a magic weapon or attacks that count as such, DR is better, much better against things that have many attacks. Instead of healing 3 damage, you avoid 3 damage on every hit. So if all attacks do at least 3 damage when they hit (almost always the case) AND the sum of the probabilities of the monster hitting is greater than 1, DR is better.
Note that at low to mid levels a lot of things don't beat your DR/magic.
2) The AC boost is better against anything whose average damage, if every attack hit, is over 20 and the creature does not miss on an 18 or hit on a 2.
This is most mid and high level encounters, or even the lowly CR 3 Lion.
3) Also, there are a great deal of times when one might want an offensive judgment.
So really fast healing is best under ONLY the following circumstances:
1) Offensive output is not more valuable than defense.
2) The monster's attacks do less than 20 damage if all of them were to hit and neither your AC nor the monster's attack bonus trivialize AC.
AND
3) The monster has only one attack OR is unlikely to hit OR beats DR/magic.
Hunterofthedusk
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See, when I play my Inquisitor, I use the AC and Damage judgments (we're level 9). Fast healing is very much a reactive thing, something you want to have outside of battle (because having fast healing of any number active at all times means that you heal to full HP before most fights) or when you fall unconscious. The Inquisitor has neither of these options, so it's usefulness is greatly degraded. I think that the only time you would need the fast healing judgment is when you happen to be out of reach with a ranged weapon and injured, yet still firing off arrows/bolts every round (as you need to be participating in battle to get the benefits of your judgment). Even then I would say go for the damage judgment. Leave the healing to the Wands of CLW, which you can use. If you need in-combat healing... You're doing it wrong.
| santherus |
Animate Thread! [shazam]
... Was the question of when fast-healing actually happens ever resolved anywhere? What's stopping me (for example) from activating my judgement of justice, attacking, then switching to the judgement of healing as a swift action and benefitting from a point of healing at that point?
I'd lose the attack bonus on an AOO, I suppose, but is this actually a possible way to judgement-juggling for maximum effect?
| Anguish |
Fast Healing heals X hit points per round. In my groups we interpret that such that given one round of time passing, X hit points are healed. So if you use your swift to light up the FH judgement at the start of your turn, you will get your X hit points in healing just before the start of your next turn. Think of it exactly like a one-round casting-time spell. You start casting summon monster at the start of your round, and just before your next turn the summons appear.
We do the same for monsters. They get healing at the start of their turns (after they've taken some damage).
Remember that this ability isn't like a cure spell. It does its work over time. To us it makes sense that you don't get immediate benefit the moment you fire the ability up; it takes a round worth of time passing for X healing to occur.
Incidentally, if you have your judgement up doing something else, you could use your swift at the end of your turn to change to Fast Healing. If you do that, you won't get your hit points back until the end of your next turn. Bottom line... one round.