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<blockquote data-quote="Balesir" data-source="post: 5857197" data-attributes="member: 27160"><p>I think the CLW wand went beyond game style in 3.5E. I played a Shifter Barbarian in Eberron and a single level of Ranger to get tracking (using my already-good Nature skill, IIRC) <em><strong>and</strong></em> the use of CLW wand healing was way, way too good to pass up.</p><p></p><p>Mileage clearly varies. We normally have 3-4 encounters between extended rests and four of the seven characters are regularly low on surges by the time the rest arrives. The Paladin gives away some surges and just about always finishes low, the "Hombre Defender" fighter regularly gets through most or all of his because he acts as a damage soak (deliberately) for the "squishies". The Ranger sometimes keeps a store, but has a habit of getting into trouble and ending with none (or less*). The Warlock has good CON, but still sometimes suffers from making "rescue/strike" missions by teleporting into the midst of the enemies.</p><p></p><p>The other characters often have surges to spare, but that is partly due to design choices. I haven't used solo traps and minor fights much to drain surges, but I think nabbing a few from the Rogue via traps could work well to keep her on her toes and will certainly be ramping up that sort of thing in the game I DM.</p><p></p><p>*: ...by which I mean "has been out of HP with zero surges left and saved by the Paladin laying on hands".</p></blockquote><p></p>
[QUOTE="Balesir, post: 5857197, member: 27160"] I think the CLW wand went beyond game style in 3.5E. I played a Shifter Barbarian in Eberron and a single level of Ranger to get tracking (using my already-good Nature skill, IIRC) [I][B]and[/B][/I] the use of CLW wand healing was way, way too good to pass up. Mileage clearly varies. We normally have 3-4 encounters between extended rests and four of the seven characters are regularly low on surges by the time the rest arrives. The Paladin gives away some surges and just about always finishes low, the "Hombre Defender" fighter regularly gets through most or all of his because he acts as a damage soak (deliberately) for the "squishies". The Ranger sometimes keeps a store, but has a habit of getting into trouble and ending with none (or less*). The Warlock has good CON, but still sometimes suffers from making "rescue/strike" missions by teleporting into the midst of the enemies. The other characters often have surges to spare, but that is partly due to design choices. I haven't used solo traps and minor fights much to drain surges, but I think nabbing a few from the Rogue via traps could work well to keep her on her toes and will certainly be ramping up that sort of thing in the game I DM. *: ...by which I mean "has been out of HP with zero surges left and saved by the Paladin laying on hands". [/QUOTE]
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