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4e Healing was the best D&D healing
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<blockquote data-quote="Windjammer" data-source="post: 8034521" data-attributes="member: 60075"><p>Well, that depends on what you played.</p><p></p><p>I played 4e for many years and up to upper-end Paragon Tier. Player's Handbook cleric was my favorite and most frequently played class. (Never touched that abomination that is in Essentials.)</p><p>I loved playing that class but from a DM point of view it was just a campaign killer. After Divine Power came out, I had enough daily's to neutralize every encounter by dishing out 25 hp of free healing per round until the end of the encounter, 3-4 times a day, over the entire party, one round after the other. Since most campaigns will maximally feature 4 encounters a day, and few monsters will dish out 25+hp per PC per round, my build's healing zones nullified 4e as a game.</p><p>So no, I don't agree that 4e had the best healing, since it had too much of it. Mechanically, it was great fun to build and play a cleric (name one other iteration of D&D where you can use Turn Undead to blast elementals and demons, if you take the right feats), great fun to provide powerful and flavorful support at the gaming table. But like pretty much everything else in 4e, the thing fell apart mathematically once you applied any pressure to it. The only 'solution' was to scrap the class and replace it with less OP healing classes like that pointless Essentials Cleric. And that's 4E in a nutshell - pick fun but unworkable vs. non-broken but pointless.</p></blockquote><p></p>
[QUOTE="Windjammer, post: 8034521, member: 60075"] Well, that depends on what you played. I played 4e for many years and up to upper-end Paragon Tier. Player's Handbook cleric was my favorite and most frequently played class. (Never touched that abomination that is in Essentials.) I loved playing that class but from a DM point of view it was just a campaign killer. After Divine Power came out, I had enough daily's to neutralize every encounter by dishing out 25 hp of free healing per round until the end of the encounter, 3-4 times a day, over the entire party, one round after the other. Since most campaigns will maximally feature 4 encounters a day, and few monsters will dish out 25+hp per PC per round, my build's healing zones nullified 4e as a game. So no, I don't agree that 4e had the best healing, since it had too much of it. Mechanically, it was great fun to build and play a cleric (name one other iteration of D&D where you can use Turn Undead to blast elementals and demons, if you take the right feats), great fun to provide powerful and flavorful support at the gaming table. But like pretty much everything else in 4e, the thing fell apart mathematically once you applied any pressure to it. The only 'solution' was to scrap the class and replace it with less OP healing classes like that pointless Essentials Cleric. And that's 4E in a nutshell - pick fun but unworkable vs. non-broken but pointless. [/QUOTE]
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