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4e Healing was the best D&D healing
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<blockquote data-quote="Undrave" data-source="post: 8036109" data-attributes="member: 7015698"><p>That wasn't really my experience in play. </p><p></p><p>Defenders, and to a lesser extend Leaders, as well as any character with more CON had more Healing Surge than back row guys. And the back row guys wouldn't be expected to run into melee. Some melee strikers could off-tank, (and it was understood a melee striker WOULD take damage) some melee leaders too (the Cleric had a few Encounter powers that marked) but back row characters weren't expected to run into the fray. </p><p></p><p>They were not expected to stay unharmed either. A good encounter would include skirmishers, skulkers and controller monsters that COULD attack the back row. A good DM would make use of the different monster types. At that point you had your own reserve or healing to keep you up. A 4e Wizard is certainly tougher than in other editions. </p><p></p><p>The whole point of Defenders was to direct damage their way. </p><p></p><p>Having individual pool of HP meant that you were always responsible for your own HP. A leader would make you more efficient at healing (Cleric with surge-less healing and bigger bonus to surges in combat, Bard with optimizing out of combat short rests, Warlord with more Temp HP, and Shaman healing multiple targets) but you still had to consider your own ressources of strength and not waste it recklessly.</p><p></p><p>To me, it wasn't a bug, but a feature. </p><p></p><p>I guess I should have made more clear reference to it in my OP, however. </p><p></p><p></p><p></p><p>Let's not forget that in 4e you can use your INT for calculating your AC and that a Wizard had a Impliment Mastery called 'Staff of Defence' that granted them a +1 to AC when using a staff AND allowed them a once per encounter Shield spells effect equal to their CON mod (a good CON gave them more surges and HP). By spending a single feat to grab Leather Armor you could make a pretty solid Wizard that could use Close Blast and Close Burst spells effectively.</p></blockquote><p></p>
[QUOTE="Undrave, post: 8036109, member: 7015698"] That wasn't really my experience in play. Defenders, and to a lesser extend Leaders, as well as any character with more CON had more Healing Surge than back row guys. And the back row guys wouldn't be expected to run into melee. Some melee strikers could off-tank, (and it was understood a melee striker WOULD take damage) some melee leaders too (the Cleric had a few Encounter powers that marked) but back row characters weren't expected to run into the fray. They were not expected to stay unharmed either. A good encounter would include skirmishers, skulkers and controller monsters that COULD attack the back row. A good DM would make use of the different monster types. At that point you had your own reserve or healing to keep you up. A 4e Wizard is certainly tougher than in other editions. The whole point of Defenders was to direct damage their way. Having individual pool of HP meant that you were always responsible for your own HP. A leader would make you more efficient at healing (Cleric with surge-less healing and bigger bonus to surges in combat, Bard with optimizing out of combat short rests, Warlord with more Temp HP, and Shaman healing multiple targets) but you still had to consider your own ressources of strength and not waste it recklessly. To me, it wasn't a bug, but a feature. I guess I should have made more clear reference to it in my OP, however. Let's not forget that in 4e you can use your INT for calculating your AC and that a Wizard had a Impliment Mastery called 'Staff of Defence' that granted them a +1 to AC when using a staff AND allowed them a once per encounter Shield spells effect equal to their CON mod (a good CON gave them more surges and HP). By spending a single feat to grab Leather Armor you could make a pretty solid Wizard that could use Close Blast and Close Burst spells effectively. [/QUOTE]
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