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2/18/13 L&L column
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<blockquote data-quote="Danzauker" data-source="post: 6090058" data-attributes="member: 1929"><p>Like combat ans skills, every character needs healing. It's a transversal need. No class should be mandatory.</p><p></p><p>If you don't have a rogue, you can design dungeons without traps. Not common but perfectly feasible. The DM can just add more monsters. If you don't have a fighter or a wizard, the DM only need to tailor the kinds and number of monsters to the party.</p><p></p><p>And those are extreme cases. In "modern" D&D every class is somewhat proficient in whacking enemies and using skills.</p><p></p><p>But you can't avoid characters to get whacked, so if healing is 90% province of the cleric like in old D&D, then I'ts a serious case of bad design and grognard *** kissings, and it's the biggest obstacle to buying 5E I've met so far.</p><p></p><p>I'm starting to think that healing should be a well defined and balanced system - outside of class features.</p><p></p><p>Let's imagine we have a system for "natural healing", which represent a reasonable "real" and down to earth approach at getting better, and a "supernatural" healing that basically could be based on the natural ones with most of the limitations and bottlenecks removed.</p><p></p><p>So, Cure Minor Wounds, Cure Major Wounds, Cure Critical Wounds and all the rest, would be well defined "effects" of the healing system, not spells.</p><p></p><p>The trick is giving ways to EVERY class to "buy in" supernatural healing. Through feats, feature swapping, spells that reproduce one of the "healing effects", backgrounds, specialties, kits, whatever, I don't know.</p><p></p><p>This way EVERY character could be a healer and a LOT more fantasy and action healer archetypes could be represented. And the "source" of the healing power beomes more of a fluff issue than a mechanical one.</p><p></p><p>Wanna be a Harry Potter style wizard that can cast healing spells? You can. Want to be a master Miyagi monk that can lay on hands and get you back after a serious leg injury? You can. Want to be a ranger that can heal thanks to his herbalism knowledge? You can. Want to be a fighter that has so strong a willpower that can literally shout his injured companions back on feet? You can.</p><p></p><p>It's all a matter of the gaming group playing style and preferred fantasy setting to allow or disallow one of these choices.</p><p></p><p>I'm ok with the basic game to present a "default" cleric that has healing altready fully built in and no other class has.</p><p></p><p>But I'd be ABSOLUTELY disappointed if the standard game does not allow other ways to heal other than be a cleric or multiclassing into a cleric, except for a side note optional rule.</p><p></p><p>The evolution of D&D in the last 15 years has proven (we would't be arguing about this every day, if it weren't) that the fan base is quite divided in the issue. The standard game MUST support both styles of play. and both MUST be first class citisens for the game to be successful.</p><p></p><p>In MHO the solutions should be to design the system before, then find a vay to deliver it to every class, like I tried to explin before, but, then, I'm no game designer, so I let the professionals do the hard work. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Danzauker, post: 6090058, member: 1929"] Like combat ans skills, every character needs healing. It's a transversal need. No class should be mandatory. If you don't have a rogue, you can design dungeons without traps. Not common but perfectly feasible. The DM can just add more monsters. If you don't have a fighter or a wizard, the DM only need to tailor the kinds and number of monsters to the party. And those are extreme cases. In "modern" D&D every class is somewhat proficient in whacking enemies and using skills. But you can't avoid characters to get whacked, so if healing is 90% province of the cleric like in old D&D, then I'ts a serious case of bad design and grognard *** kissings, and it's the biggest obstacle to buying 5E I've met so far. I'm starting to think that healing should be a well defined and balanced system - outside of class features. Let's imagine we have a system for "natural healing", which represent a reasonable "real" and down to earth approach at getting better, and a "supernatural" healing that basically could be based on the natural ones with most of the limitations and bottlenecks removed. So, Cure Minor Wounds, Cure Major Wounds, Cure Critical Wounds and all the rest, would be well defined "effects" of the healing system, not spells. The trick is giving ways to EVERY class to "buy in" supernatural healing. Through feats, feature swapping, spells that reproduce one of the "healing effects", backgrounds, specialties, kits, whatever, I don't know. This way EVERY character could be a healer and a LOT more fantasy and action healer archetypes could be represented. And the "source" of the healing power beomes more of a fluff issue than a mechanical one. Wanna be a Harry Potter style wizard that can cast healing spells? You can. Want to be a master Miyagi monk that can lay on hands and get you back after a serious leg injury? You can. Want to be a ranger that can heal thanks to his herbalism knowledge? You can. Want to be a fighter that has so strong a willpower that can literally shout his injured companions back on feet? You can. It's all a matter of the gaming group playing style and preferred fantasy setting to allow or disallow one of these choices. I'm ok with the basic game to present a "default" cleric that has healing altready fully built in and no other class has. But I'd be ABSOLUTELY disappointed if the standard game does not allow other ways to heal other than be a cleric or multiclassing into a cleric, except for a side note optional rule. The evolution of D&D in the last 15 years has proven (we would't be arguing about this every day, if it weren't) that the fan base is quite divided in the issue. The standard game MUST support both styles of play. and both MUST be first class citisens for the game to be successful. In MHO the solutions should be to design the system before, then find a vay to deliver it to every class, like I tried to explin before, but, then, I'm no game designer, so I let the professionals do the hard work. :) [/QUOTE]
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