Thursday, August 18, 2011

Healing Surge vs. Second Wind

So, in D&D, my people die. A lot. We fought a fucking DRAGON in Encounters this week. Just sayin'.

As the cleric, it's my task to be there to help them. Not to "help them on their way to post-mortem existence", but to use my clerical skills to bring them back to fighting status.

UNFORTUNATELY, it seems to me that my powers are pretty limited in this respect. I can heal someone twice, and am learning to pay special attention to the difference between "healing surge" (which any character can do a specified number of times per in-game day) and a "second wind" which a character can perform only once during an encounter.

However, I'm still having trouble wrapping my head around the apparent fact that when someone is neg, I cannot in any way, do something more than stabilize if I've already used healing word twice (per encounter). It's like getting over there, staunching the bleeding wound, and then giving them a nice pat on the head. There, there. It's fine. I can perhaps do a heal check next round and help you out, but for now, let's just sit in the path of utter destruction and hope for the best.

Urgh.

Monday, August 8, 2011

Halloween Prep

I want to be a million things! Argh!
And I have to pick just one (or two) so it'll be easier on the budget.

Items to consider:
1. Jem
2. Rainbow Brite (not a skanky version with cheap ass leg and arm warmers)
3. Sherlock (BBC)
4. Dalish elf from DA
5. ANY character from Dance Central
"You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item's price in XP and use up raw materials costing half of this price."
In translation, making a wondrous item requires not only raw materials and special skills, but a healthy chunk of your own personal experience/existence.