I would support the reduction in available Regeneration items for the following reasons:
Fast-Healing currently allows for resource-free full-healing both in (if you have enough AC and DR) and out of combat. Other sources require conscious activation and either money and weight (in the form of bandages and potions), or spell-slots and character investment (in the form of spells).
With the removal of the Vampire template from PC availability, it is no longer required to pile regen to fight on an even field with any PCs.
(I don't go for PVP, but it seemed relevant)
Sundren item costs are kinda wonky, but even P&P suggests paying slightly more than 50,000 for a ring of regeneration. 90,000 standard D&D gold (which should be more in Sundren, since we have discussed inflation before) for 1 HP per hour. So, twice as costly, for one hit point every 6 minutes.
Lastly is the self-supporting paradigm shift: At current, healers are not a high-priority because people get regen and/or pack their own bandages and potions, using them automatically, because there usually isn't a healer. When a healer type character joins a group, there is a decent chance that most of the party will automatically heal on their own with said items, without a significant tactics change to account for the healer, making it a rather unfulfilling role to play. At least, such is my observation: Few active healers because most people prepare for not having a healer.
With the introduction of much lower levels, that should hopefully stop being an issue, but time will tell.
My thoughts on the matter, anyhow.
Cheers,
Kit
Fast-Healing currently allows for resource-free full-healing both in (if you have enough AC and DR) and out of combat. Other sources require conscious activation and either money and weight (in the form of bandages and potions), or spell-slots and character investment (in the form of spells).
With the removal of the Vampire template from PC availability, it is no longer required to pile regen to fight on an even field with any PCs.
(I don't go for PVP, but it seemed relevant)
Sundren item costs are kinda wonky, but even P&P suggests paying slightly more than 50,000 for a ring of regeneration. 90,000 standard D&D gold (which should be more in Sundren, since we have discussed inflation before) for 1 HP per hour. So, twice as costly, for one hit point every 6 minutes.
Lastly is the self-supporting paradigm shift: At current, healers are not a high-priority because people get regen and/or pack their own bandages and potions, using them automatically, because there usually isn't a healer. When a healer type character joins a group, there is a decent chance that most of the party will automatically heal on their own with said items, without a significant tactics change to account for the healer, making it a rather unfulfilling role to play. At least, such is my observation: Few active healers because most people prepare for not having a healer.
With the introduction of much lower levels, that should hopefully stop being an issue, but time will tell.
My thoughts on the matter, anyhow.
Cheers,
Kit







Comment