Aaron Chasteen
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Yorktown
Indiana
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Besides search item cards and the stand up action, is there a way for heroes to heal? It would be nice to roll two red dice to heal as an action, but it might dominate the strategy and delay certain victory conditions upsetting the balance etc.

Have you ever house ruled that you roll 2 red dice to heal during rest actions? That sounds like an appealing variant, but I feel like a pansy suggesting it.
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Joshua Danish
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Bloomington
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A number of the heroes have the ability to heal. We almost always pick our party by starting with who will be doing the healing.
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Jason Walker
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Madison Heights
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You can also look for healing potions with the search tokens.

But ultimately, not bringing a healer is a strategic choice. You're sacrificing the ability to keep your guys standing to have a more offense oriented character in your group.
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Erik Burigo
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Belluno
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I agree with Jason and Joshua.

Heroes are supposed to be defeated from time to time (I'd say, at least once every quest).
It would be utterly unfair for the Overlord to give Heroes the ability to heal beyond default means (potions, Healer archetype skills, some hero abilities).

I suggest to avoid messing with the wounds economy that is central to many Overlord strategies.
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Darren Nakamura
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Columbus
Mississippi
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achasteen wrote:
Have you ever house ruled that you roll 2 red dice to heal during rest actions?


Way, way, way too powerful. Especially considering that some heroes use rest actions constantly (because fatigue-move + rest is more efficient than move action for low Speed/high Stamina characters). Here are some alternative ideas for house rules, though.

1. Heal action: roll some combination of dice (I'm thinking single red--it makes no sense for this action to be better than a Healer's abilities) and recover damage for each heart rolled. This is separate from a rest action.

2. Modified rest action: When you perform a rest action, you recover points equal to your stamina. Use points to recover fatigue first, then any number of points you have left over after recovering fatigue go toward recovering damage.

Examples:
A. Hero with 4 Stamina has 4 fatigue on his hero sheet. He uses a rest action. It acts identically to a normal rest action, and he removes all of the fatigue from his hero sheet.
B. Hero with 4 Stamina has 2 fatigue on his hero sheet. He uses a rest action. He recovers the 2 fatigue he had on his hero sheet, and the remainder of the rest action points go toward recovering 2 damage.
C. Hero with 4 Stamina has 0 fatigue on his hero sheet. He uses a rest action. Since he has no fatigue, all points go toward recovering damage, so he recovers 4 damage.

But generally, I agree with the above posters. There is not a generalized healing ability in the game because there is an entire Archetype of characters/classes that focus on it. Adding something like that in would diminish the value of those characters/classes.
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Donny Behne
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Fate
Texas
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achasteen wrote:
It would be nice to roll two red dice to heal as an action


Are stating this as a theoretical or practical point of view? If it's theoretical, it means you have read the rules and think it would be a convenient thing to have. If you mean it practically, then you've played the game and been on the receiving end of many knock downs and wish you had more control over your health. In the case of the former - play the game then try and make house rules. In the case of the latter - see replies above (use a healer, use them right, use search tokens, etc). Examples of situations you were in would help quite a bit.

This game is designed and balanced this way for a reason. Adding a universal healing rule would throw off balance significantly and utterly eliminate an entire class of hero.
 
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Scott Forster
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Tucson
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Bring a healer.

Bring two if you can.
 
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