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4e Healing was the best D&D healing
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<blockquote data-quote="Staffan" data-source="post: 8036778" data-attributes="member: 907"><p>Yes and no. Even utility powers were mainly focused on combat (or at least tactical situations), with a few exceptions – the main thing about them was that they weren't <strong>attacks</strong>. They'd do things like mobility, defense, or healing.</p><p></p><p>But the out-of-combat stuff was there, it just wasn't directly linked to classes. That's what things like skill challenges and rituals were for. That's where things like <em>magic mouth</em>, <em>water walk</em>, <em>knock</em>, or <em>passwall</em> lived. This had a number of effects:</p><ul> <li data-xf-list-type="ul">These effects weren't gated behind classes. You didn't need to bring a cleric to deal with diseases, all you needed was a ritual caster with the right ritual. You could even use ritual magic with an otherwise non-magical class by taking the feat.</li> <li data-xf-list-type="ul">They did not compete with combat powers for your daily resources. In 3e and 5e, the cost of casting <em>passwall</em> is that that's one less <em>cone of cold</em> you're casting that day. In 4e, the cost is 1,000 gp and 10 minutes.</li> <li data-xf-list-type="ul">They were less certain. Most rituals required some sort of skill check to cast.</li> <li data-xf-list-type="ul">They took time to cast. This meant that while you could use rituals to bypass some obstacles, you wouldn't be able to do it in a hurry. You need that door open now, you need someone with Thievery. You got ten minutes, you can cast <em>knock</em> (but it'll cost you 35 gp and a healing surge).</li> </ul><p>As to whether that's good or bad, that's a matter of taste. I kind of like it myself, and I wish they had done more with rituals in 5e.</p></blockquote><p></p>
[QUOTE="Staffan, post: 8036778, member: 907"] Yes and no. Even utility powers were mainly focused on combat (or at least tactical situations), with a few exceptions – the main thing about them was that they weren't [B]attacks[/B]. They'd do things like mobility, defense, or healing. But the out-of-combat stuff was there, it just wasn't directly linked to classes. That's what things like skill challenges and rituals were for. That's where things like [I]magic mouth[/I], [I]water walk[/I], [I]knock[/I], or [I]passwall[/I] lived. This had a number of effects: [LIST] [*]These effects weren't gated behind classes. You didn't need to bring a cleric to deal with diseases, all you needed was a ritual caster with the right ritual. You could even use ritual magic with an otherwise non-magical class by taking the feat. [*]They did not compete with combat powers for your daily resources. In 3e and 5e, the cost of casting [I]passwall[/I] is that that's one less [I]cone of cold[/I] you're casting that day. In 4e, the cost is 1,000 gp and 10 minutes. [*]They were less certain. Most rituals required some sort of skill check to cast. [*]They took time to cast. This meant that while you could use rituals to bypass some obstacles, you wouldn't be able to do it in a hurry. You need that door open now, you need someone with Thievery. You got ten minutes, you can cast [I]knock[/I] (but it'll cost you 35 gp and a healing surge). [/LIST] As to whether that's good or bad, that's a matter of taste. I kind of like it myself, and I wish they had done more with rituals in 5e. [/QUOTE]
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