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On Healing and Broccoli
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<blockquote data-quote="ferratus" data-source="post: 6041325" data-attributes="member: 55966"><p>Some people like playing a healing cleric of Pelor. Some people want to worship Wee Jas or Olidammara, and healing isn't really a part of that, but you have to have turning undead and healing because that's what everyone expects a cleric to do. I have seen pressure for the cleric to do his healing duty in every edition, and even in the last playtest when a player managed to create a necromancer cleric without any healing at all.</p><p></p><p>Making healing more tactically interesting would certainly help, with a variety of touch, ranged, and buffing spells. My wife liked playing a 4e cleric because she got to roll high numbers healing, which was just as good to her as rolling high damage. I think that you can also redesign a lot of spells so that they do healing as part of their spells. Druids can have healing as a plausible side effect of many other spells (barkskin could also give you roots that draw healing magic from the earth for example).</p><p></p><p>I also really like the idea of getting domain specific slots and then turning them into healing magic when they are cast (as opposed to burning them off before you cast as with spontaneous divine healing). The God rewards his mortal with what he needs (healing, removing curses etc.) for casting spells related to that god's sphere of influence. Then the cleric gets to play, and he has healing spells for when the party actually needs it (at the end of the day when they are getting worn down).</p><p></p><p>Those are all good ways to get clerics to eat their vegetables. Of course, making other classes have some degree of "healing" is good too. There is a reason the warlord was so popular.</p></blockquote><p></p>
[QUOTE="ferratus, post: 6041325, member: 55966"] Some people like playing a healing cleric of Pelor. Some people want to worship Wee Jas or Olidammara, and healing isn't really a part of that, but you have to have turning undead and healing because that's what everyone expects a cleric to do. I have seen pressure for the cleric to do his healing duty in every edition, and even in the last playtest when a player managed to create a necromancer cleric without any healing at all. Making healing more tactically interesting would certainly help, with a variety of touch, ranged, and buffing spells. My wife liked playing a 4e cleric because she got to roll high numbers healing, which was just as good to her as rolling high damage. I think that you can also redesign a lot of spells so that they do healing as part of their spells. Druids can have healing as a plausible side effect of many other spells (barkskin could also give you roots that draw healing magic from the earth for example). I also really like the idea of getting domain specific slots and then turning them into healing magic when they are cast (as opposed to burning them off before you cast as with spontaneous divine healing). The God rewards his mortal with what he needs (healing, removing curses etc.) for casting spells related to that god's sphere of influence. Then the cleric gets to play, and he has healing spells for when the party actually needs it (at the end of the day when they are getting worn down). Those are all good ways to get clerics to eat their vegetables. Of course, making other classes have some degree of "healing" is good too. There is a reason the warlord was so popular. [/QUOTE]
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