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5e, Heal Thyself! Is Healing Too Weak in D&D?
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<blockquote data-quote="FrozenNorth" data-source="post: 8623045" data-attributes="member: 7020832"><p>So, what are some of the consequences of <em>strong</em> but <em>rare</em> healing? </p><p></p><p>1st alternative: healing comes from spell slots</p><p>You could beef up the power of healing spells. This would make healing strong, but wouldn’t make it rare, as clerics get the same number of spells slots as wizards (barring Arcane Recovery). You could adjust this by reducing cleric spell slots, at a cost of greater complexity (and of course, complaints from players, such as me, who tend to prefer clerics as primary casters rather than hybrids).</p><p></p><p>This does have a secondary effect though: the stronger you make healing, the more of an opportunity cost there is to (i) not have a cleric in the adventuring party; or (ii) have a cleric who does not focus on healing spells. This is also an issue for players (or parties) that don’t like healbot clerics.</p><p></p><p>2nd alternative: You take the <em>strong</em> <em>rare</em> healing out of spell slots.</p><p>This is what was done with the Life Cleric, whose Channel Divinity provides strong healing, once per short rest (twice starting at level 6). Should this be extended to other clerics? Personally, my feeling is that the need is met by the Life Cleric, with other clerics free to specialize in non-healing roles if they want.</p></blockquote><p></p>
[QUOTE="FrozenNorth, post: 8623045, member: 7020832"] So, what are some of the consequences of [I]strong[/I] but [I]rare[/I] healing? 1st alternative: healing comes from spell slots You could beef up the power of healing spells. This would make healing strong, but wouldn’t make it rare, as clerics get the same number of spells slots as wizards (barring Arcane Recovery). You could adjust this by reducing cleric spell slots, at a cost of greater complexity (and of course, complaints from players, such as me, who tend to prefer clerics as primary casters rather than hybrids). This does have a secondary effect though: the stronger you make healing, the more of an opportunity cost there is to (i) not have a cleric in the adventuring party; or (ii) have a cleric who does not focus on healing spells. This is also an issue for players (or parties) that don’t like healbot clerics. 2nd alternative: You take the [I]strong[/I] [I]rare[/I] healing out of spell slots. This is what was done with the Life Cleric, whose Channel Divinity provides strong healing, once per short rest (twice starting at level 6). Should this be extended to other clerics? Personally, my feeling is that the need is met by the Life Cleric, with other clerics free to specialize in non-healing roles if they want. [/QUOTE]
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5e, Heal Thyself! Is Healing Too Weak in D&D?
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