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General Tabletop Discussion
D&D Older Editions
Healing and combat tension between 4e and Next
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<blockquote data-quote="GreyICE" data-source="post: 6028958" data-attributes="member: 6684526"><p>When you've had 4 years to observe the results of your action and change it, reboot an edition to fix things that were wrong with it, and an element remains, it's probably something that the designers didn't think was a problem. </p><p></p><p>Actually the wands were a goddamn godsend from my end. If I'm playing a Cleric or Druid I'm not wasting my spell slots on healing spells, so the wands solve the issue of "spend 24 hours to rest to let the Druid/cleric memorize healing spells and then spend 24 hours to let them rememorize." Also let groups without a Cleric or Druid work fine - Factotems and Rogues could heal the party very well.</p><p></p><p>So overall it removed a dependence on two (broken) classes as well as made the adventure significantly less stupid and at least band-aid patched a healing system that was mostly broken, so I'd consider them more positive than negative. </p><p></p><p>Healing Surges were a better solution to the entire issue, yes.</p></blockquote><p></p>
[QUOTE="GreyICE, post: 6028958, member: 6684526"] When you've had 4 years to observe the results of your action and change it, reboot an edition to fix things that were wrong with it, and an element remains, it's probably something that the designers didn't think was a problem. Actually the wands were a goddamn godsend from my end. If I'm playing a Cleric or Druid I'm not wasting my spell slots on healing spells, so the wands solve the issue of "spend 24 hours to rest to let the Druid/cleric memorize healing spells and then spend 24 hours to let them rememorize." Also let groups without a Cleric or Druid work fine - Factotems and Rogues could heal the party very well. So overall it removed a dependence on two (broken) classes as well as made the adventure significantly less stupid and at least band-aid patched a healing system that was mostly broken, so I'd consider them more positive than negative. Healing Surges were a better solution to the entire issue, yes. [/QUOTE]
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Healing and combat tension between 4e and Next
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