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> d20 Houserule XP Bonus Question
Yerameyahu
post Sep 16 2012, 10:37 PM
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It's all like that, certainly. (IMG:style_emoticons/default/smile.gif) I was just echoing that it's a good idea to assume (as SD said) nothing is allowed, especially from those books.

There are some other healer classes from various books, including the pretty flawed Healer class. To me, this is kinda why people like no-class (hyuk) games like SR. No futzing around for your modular power-set.
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Halinn
post Sep 17 2012, 12:04 AM
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QUOTE (Yerameyahu @ Sep 17 2012, 12:37 AM) *
It's all like that, certainly. (IMG:style_emoticons/default/smile.gif) I was just echoing that it's a good idea to assume (as SD said) nothing is allowed, especially from those books.

There are some other healer classes from various books, including the pretty flawed Healer class. To me, this is kinda why people like no-class (hyuk) games like SR. No futzing around for your modular power-set.

For a classless system, SR is very class-based. It's more of a mix'n'match of subclasses than something like GURPS, which is really classless.
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Yerameyahu
post Sep 17 2012, 12:34 AM
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I don't agree (magic ruins everything, yes), but that's beside the point. Mix-n-match is good enough. (IMG:style_emoticons/default/smile.gif) Feats in D&D never managed to give us that mix-n-match at all.
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StealthSigma
post Sep 19 2012, 03:56 PM
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QUOTE (Halinn @ Aug 31 2012, 08:53 PM) *
In D&D, in-combat healing is a luxury rarely worth the opportunity cost. Consider having the players try without, but giving them a full hit point regeneration between combats (something easily achievable with wands and the like, but a bother to keep track of)


The better option is to just give players a free Healing Belt (Magic Item Compendium, 750gp). Three charges that are refreshed daily, each use of the belt heals 1d8+1d8*charges used. Combine with a rule that auto-maximizes any out of combat healing.
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ShadowDragon8685
post Sep 23 2012, 01:33 PM
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QUOTE (Yerameyahu @ Sep 16 2012, 07:34 PM) *
I don't agree (magic ruins everything, yes), but that's beside the point. Mix-n-match is good enough. (IMG:style_emoticons/default/smile.gif) Feats in D&D never managed to give us that mix-n-match at all.


As I understand it, this is because Monte Cooke made a deliberate decision to build "trap" choices (Toughness feat, hah!) into the game, so that players who took them would be underpowered, feel that they had made a mistake, and learn "system mastery."


We all know how well that turned out. (Pun-Pun. Hulking Hurler. Etctera.)
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