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Originally Posted by Rick_Smith
I decided that risky combats were good, but long healing times while not adventuring were bad. Therefore, I thought of a way to add healing to my campaign which fixed the latter, but left the former alone.
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So we're in agreement?
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If someone says, "the ideal game is D&D, so let's make TFT more like D&D", then that is taking a risk.
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In this forum? Indeed. They might get tarred and feathered.
D&D definitely has the "come in, clean out three rooms, leave to recover" effect. The healing runs out because the clerics have a finite supply of magic before needing to rest. The party needs to make a decision as to whether to retreat to rest or to rest in situ but there's a pause after any really tough fight.
For most campaigns I'd rather make healing super-easy, and delete the pause. But there is some campaign-dependence here.