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An additional use for Healing Potions
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<blockquote data-quote="Rune" data-source="post: 5399903" data-attributes="member: 67"><p>The first time it was a combination of striker/DM. First 4e character, limited understanding of 4e rules and the DM focus-firing on him (because he had the artifact in that adventure in his possession).</p><p></p><p>The second time it was/is definitely the striker. He wins initiative, and charges into the midst of three shambling mounds. This is <em>also</em> his first 4e character and he also has limited understanding of the 4e rules, but, frankly, he's the type of short-attention-span personality who will always do reckless things, especially if it takes too long to get back to his turn.</p><p></p><p></p><p></p><p>I have no idea what feats he has taken, as I wasn't present when he made his character. I doubt he has much of an idea, himself, other than, they are kewl.</p><p></p><p></p><p></p><p>Pretty much. We have a paladin (who is the most selfish-anti-paladin type I've ever seen. Will <em>not</em> lay on hands for anyone but himself!). We have a druid (who likes his shape-shiftin'). We have the warlord. Some sort of fighter-type (haven't seen much of his abilities, yet--he wasn't in the last encounter). And my character. The min-maxed healer-bard. 'Cause it's funny. And, in many ways, better at healing than a straight cleric.</p><p></p><p>These are the circumstances that led to my belief that something like my tweak would be necessary for this party dynamic (especially since that rogue with six surges purchased 27! healing potions during char gen).</p><p></p><p>Even so, I do not see how my suggested tweak would not be a good change for any party dynamic, and I continue to see no disadvantages.</p></blockquote><p></p>
[QUOTE="Rune, post: 5399903, member: 67"] The first time it was a combination of striker/DM. First 4e character, limited understanding of 4e rules and the DM focus-firing on him (because he had the artifact in that adventure in his possession). The second time it was/is definitely the striker. He wins initiative, and charges into the midst of three shambling mounds. This is [i]also[/i] his first 4e character and he also has limited understanding of the 4e rules, but, frankly, he's the type of short-attention-span personality who will always do reckless things, especially if it takes too long to get back to his turn. I have no idea what feats he has taken, as I wasn't present when he made his character. I doubt he has much of an idea, himself, other than, they are kewl. Pretty much. We have a paladin (who is the most selfish-anti-paladin type I've ever seen. Will [i]not[/i] lay on hands for anyone but himself!). We have a druid (who likes his shape-shiftin'). We have the warlord. Some sort of fighter-type (haven't seen much of his abilities, yet--he wasn't in the last encounter). And my character. The min-maxed healer-bard. 'Cause it's funny. And, in many ways, better at healing than a straight cleric. These are the circumstances that led to my belief that something like my tweak would be necessary for this party dynamic (especially since that rogue with six surges purchased 27! healing potions during char gen). Even so, I do not see how my suggested tweak would not be a good change for any party dynamic, and I continue to see no disadvantages. [/QUOTE]
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An additional use for Healing Potions
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