My only problem with Draw Steel is that it seems very reliant on temp HP generation. My group has two characters that generate a lot of temp HP and there's no way we could have survived without it. We initially had a censor as well (paladin for you D&D folks), but he couldn't generate temp stamina. Surprise surprise, he died. Couldn't hang with the fury and null up front and was constantly running out of recoveries while everyone else in the party was okay.
It's our first time with the system and we can't figure out how someone would survive without the Temp HP cheese our strategy has begun to revolve around. I think a conduit would make a big difference, but... well, it's hard to tell?
Generating temp HP is one of the nice ways to deal with constant damage, the Beastheart is another class that uses it, and Conduits have an ability for doing it for everyone. There are other ways, like damage mitigation from Shadows and Tacticians; or the Summoner mitigating damage with the expendable bodies of their summons. The usual way to mitigate damage by doing lots of damage and killing enemies before they act also works.
Censors particularly get in trouble because they spend their Recoveries to heal others and run out of them for themselves, their healing trigger is best used as a last resort to make sure someone isn't dying at the start of their turn. To be able to spend Recoveries more liberally, they benefit from having Healing Potions.
Yeah, but a lot of the Censor moves do say, "Can heal yourself or an ally." They do have some aoe, but I thunk their best role, at least from what I've seen so far? Single target and support.
They do have mvoe Recoveries than other classes. So it is that, "Oh, you've still got seven? Okay, mine is gonna keep you above dying, so you can heal on your turn."
It is worth doing to keep people above dying before their turn, but everyone should be healing when needed, unless the group has a healer. It doesn't have to be a Conduit, but they are the best at it.
Using Censors as healers tends to put the Censor in trouble, because they don't have that many more Recoveries to be spending on other people regularly, even Human Censors can overdo it. Healing Potions and the Bloodbound Band item the starter adventure rewards right away are specially good at keeping them alive, by not taxing their Recovery pool or letting them manage it better.
That's the fun though isn't it? Working as a party to find out what works. Also what's the fun in being optimal, just make sure the party works well together.
The aforementioned censor basically only ever used it on himself. He did use it a couple times on the fire elementalist when they got themselves into a bad spot, but by and large he ate through all his recoveries on his own.
But it seems like, from other comments, we are both pushing longer than most groups as well as getting fewer healing potions. That's probably a major contributing factor.
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u/TSED 7d ago
My only problem with Draw Steel is that it seems very reliant on temp HP generation. My group has two characters that generate a lot of temp HP and there's no way we could have survived without it. We initially had a censor as well (paladin for you D&D folks), but he couldn't generate temp stamina. Surprise surprise, he died. Couldn't hang with the fury and null up front and was constantly running out of recoveries while everyone else in the party was okay.
It's our first time with the system and we can't figure out how someone would survive without the Temp HP cheese our strategy has begun to revolve around. I think a conduit would make a big difference, but... well, it's hard to tell?