Dr. Awkward said:Well, call me crazy, but I think that by the time you're taking that kind of damage, you might have decided to trade in your old CLW wand for one that heals more damage in one pop.
There are several problems with this. First, not all campaigns have Magic Marts where you can just "trade in" your old wand for a better model. Second, this assumes that the party can resupply whenever they want to - which isn't always the case. Extended dungeon and/or wilderness treks are common staples in D&D. Third, if the character using the wand fails the UMD check (which can easily happen at low levels, or even mid-high levels if it's a cross-class skill for the one using it), that means no healing at all that round, and if it happens just a couple of times, it probably means a dead front-line warrior pretty quickly. Fourth, the second an intelligent enemy decides to sunder that wand (which is trivially easy at all but the lowest levels), you're really screwed.
Dr. Awkward said:Other wands, potions, scrolls, staves, and wondrous items. I really thought this was sort of elementary. I see it happen all the time in games. You carry an inexpensive wand for your between-encounter heals, a better wand for emergency healing during combat, some scrolls of restoration, a couple scrolls of a higher-level healing spell for serious emergencies, and distribute some potions. All this comes out of a pool that the party contributes to because they don't like to die. If you've got a paladin, dragon shaman, or anyone else with some class-based healing ability, it's icing on the cake.
Are you actually completely unfamiliar with this sort of strategy, or are you just trying to be contrary?
No, I understand the strategy just fine, thanks. It's just not a particularly effective substitute for having a primary healer in your party. Not only is it less effective from a pure numbers standpoint, it also offers much less flexibility (if you're fighting a lot of monsters which inflict disease, for example, a party with a cleric can keep going, while your party will have to make a long trek back to town to buy more potions after the first day - assuming they even can).
And also, while the rogue in your party is just fine outside of combat, in combat he's basically just a poor man's cleric - which doesn't sound like a particularly fun role to play.
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