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Advice for missing a healer? [My Players No Read :P]
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<blockquote data-quote="reiella" data-source="post: 1352694" data-attributes="member: 160"><p>Hmm. Cleric left a bit ago actually (when we gained a few new players, who then left). Bit troublesome there, although a Con boost all around would be helpful, and a bit possible in the mean time, would help out a good bit, only thing there is that the spellcasters are a bit dependant on the natural armor amulets as well, could just as easily make a combined item there however.</p><p></p><p>One of the limitations I've levied on spellcasters is a wholesale block of necromancy spells unless they are specifically a necromancy (different schools of magic), and while it would actually be possibly for them to play 'half-healer', none in the party are one. Although I suppose I may be more inclined to have a NPC necromancer around to heal them than a NPC cleric (that just burned me out), but having a third vulnerable target may not be a good idea. Necromancers also are somewhat inclined toward Evil (like a cleric of an evil god, they may be neutral).</p><p></p><p>Low end magic items (potions specifically) aren't hard to come by, and I suspect that the party will begin to make amble use of their haversacks and stock them in the tens instead of ones. That's a hint matter that can become easy to push their way.</p><p></p><p>The leadership feat for cohorts I'm kinda dreading, it is an obvious answer, but as I said, I don't want to run a NPC cleric/healer type again. I'm also reluctant to give the related player full run of their NPC 'pocket healer' at the same time, of course, that's really my problem <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p><p></p><p>Hmm, anycase, right now, I'm leaning towards a premptive 'gift' to the party since it's currently it's in a situation where they have a bit of Reward and Downtime coming. Healing isn't so much of a concern for me, since I do doubt that there will be significant dungeon crawls or sessions where Teleport w/o Error cannot be used, and they are in very good standing with a handful of churches/clergy. Although more generic Healers Tokens or such.</p><p></p><p>Mostly, I'm worried about the vitality of the spellcasters, as one has proved to not be able to handle being hit too well (Criticals from Big Monsters or full iterative cycle tend to splat them). So in a bit it's Combat Healing and the lack of an additional Meat Shield target. It's really hard to protect two spellcasters with just one meat.</p><p></p><p>Anycase, my current thoughts are leaning towards a pre-emptive suggestion/gift that the party needs to remember to keep good potion stock (And to make use of their haversacks <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />) for combat healing, although the fighter is really the one hardest hit by the need for combat healing in the party (no potion of heal). Thinking of a +2 Con Amulet with +2 Natural Armor boost to boost the general resilance. Introduce potions of Rejuvenation (Regen 10 pts of damage/rnd for 10 rounds until healed, puts user into a lethargic state imposing a -6 penalty to strength, dex, and int and Slowing them). I am planning to have to adjust the rejuvenation potion for the party, but at a glance, it seems workable.</p><p></p><p>Honestly I don't want to make it a challenge. I'm taking partial responsibility for the current structure of the party and don't wish to 'punish'/'penalize' the party because of it. That and the idea of facing 'Assured Death' with most encounters isn't one I like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p></blockquote><p></p>
[QUOTE="reiella, post: 1352694, member: 160"] Hmm. Cleric left a bit ago actually (when we gained a few new players, who then left). Bit troublesome there, although a Con boost all around would be helpful, and a bit possible in the mean time, would help out a good bit, only thing there is that the spellcasters are a bit dependant on the natural armor amulets as well, could just as easily make a combined item there however. One of the limitations I've levied on spellcasters is a wholesale block of necromancy spells unless they are specifically a necromancy (different schools of magic), and while it would actually be possibly for them to play 'half-healer', none in the party are one. Although I suppose I may be more inclined to have a NPC necromancer around to heal them than a NPC cleric (that just burned me out), but having a third vulnerable target may not be a good idea. Necromancers also are somewhat inclined toward Evil (like a cleric of an evil god, they may be neutral). Low end magic items (potions specifically) aren't hard to come by, and I suspect that the party will begin to make amble use of their haversacks and stock them in the tens instead of ones. That's a hint matter that can become easy to push their way. The leadership feat for cohorts I'm kinda dreading, it is an obvious answer, but as I said, I don't want to run a NPC cleric/healer type again. I'm also reluctant to give the related player full run of their NPC 'pocket healer' at the same time, of course, that's really my problem :). Hmm, anycase, right now, I'm leaning towards a premptive 'gift' to the party since it's currently it's in a situation where they have a bit of Reward and Downtime coming. Healing isn't so much of a concern for me, since I do doubt that there will be significant dungeon crawls or sessions where Teleport w/o Error cannot be used, and they are in very good standing with a handful of churches/clergy. Although more generic Healers Tokens or such. Mostly, I'm worried about the vitality of the spellcasters, as one has proved to not be able to handle being hit too well (Criticals from Big Monsters or full iterative cycle tend to splat them). So in a bit it's Combat Healing and the lack of an additional Meat Shield target. It's really hard to protect two spellcasters with just one meat. Anycase, my current thoughts are leaning towards a pre-emptive suggestion/gift that the party needs to remember to keep good potion stock (And to make use of their haversacks :P) for combat healing, although the fighter is really the one hardest hit by the need for combat healing in the party (no potion of heal). Thinking of a +2 Con Amulet with +2 Natural Armor boost to boost the general resilance. Introduce potions of Rejuvenation (Regen 10 pts of damage/rnd for 10 rounds until healed, puts user into a lethargic state imposing a -6 penalty to strength, dex, and int and Slowing them). I am planning to have to adjust the rejuvenation potion for the party, but at a glance, it seems workable. Honestly I don't want to make it a challenge. I'm taking partial responsibility for the current structure of the party and don't wish to 'punish'/'penalize' the party because of it. That and the idea of facing 'Assured Death' with most encounters isn't one I like :). [/QUOTE]
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