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Healing in Combat
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<blockquote data-quote="Crazy Jerome" data-source="post: 5962257" data-attributes="member: 54877"><p>There are two competing forces at work here. Essentially "all or nothing" healing, as with early D&D clerics or lack thereof, means that it is more difficult to find the mix you want, unless you like playing "the healer". If this is what you are doing, then you want to actually be playing the healer. OTOH, if you are doing something else too, then that means "all or nothing" healing doesn't really fit the model of the game. </p><p> </p><p>Given support by the DM and the rest of the group, you can finesse these issues at a particular table, with early D&D. If your cleric is allowed to mix healing and other magic along with some real melee smacking, then a lot of people can find a mix that they like. Trouble is, that is the group doing that by social contract, not the system helping you out much.</p><p> </p><p>The problem is not that doing support isn't fun. It is. The problem is that "support" is being defined as this thing that you do or you don't--and if you do, whatever else you do is also prescribed. I've played in a lot of groups that would have been quite happy, for example, with the simple tweak of dividing the healing responsibility between the cleric and wizard, with the cleric being the "melee caster" and the wizard as the "artillery caster". Among other things, set up right, it would give the low-level wizard more to do when his arcane spells were running low or didn't have good targets.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5962257, member: 54877"] There are two competing forces at work here. Essentially "all or nothing" healing, as with early D&D clerics or lack thereof, means that it is more difficult to find the mix you want, unless you like playing "the healer". If this is what you are doing, then you want to actually be playing the healer. OTOH, if you are doing something else too, then that means "all or nothing" healing doesn't really fit the model of the game. Given support by the DM and the rest of the group, you can finesse these issues at a particular table, with early D&D. If your cleric is allowed to mix healing and other magic along with some real melee smacking, then a lot of people can find a mix that they like. Trouble is, that is the group doing that by social contract, not the system helping you out much. The problem is not that doing support isn't fun. It is. The problem is that "support" is being defined as this thing that you do or you don't--and if you do, whatever else you do is also prescribed. I've played in a lot of groups that would have been quite happy, for example, with the simple tweak of dividing the healing responsibility between the cleric and wizard, with the cleric being the "melee caster" and the wizard as the "artillery caster". Among other things, set up right, it would give the low-level wizard more to do when his arcane spells were running low or didn't have good targets. [/QUOTE]
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Healing in Combat
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