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General Tabletop Discussion
*Pathfinder & Starfinder
Battle Standard of Healing and Healer's Brooch: overpowered healing?
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<blockquote data-quote="Ferghis" data-source="post: 5083940" data-attributes="member: 40483"><p>Firstly, thanks for everyone's responses and folks weighing in on this. It's easy for me to take my own opinion and assume it's reasonable, so the reality check is appreciated. Also, it's worth noting that the character isn't super-optimized in terms of cleric-ness. It's a ranged elf-bow cleric (with a serious drinking problem). This means that she privileges Dexterity over Charisma. So Astral Seal isn't as effective as in a better build's hands.</p><p></p><p>Setting aside the way in which you run your game (I'm a big fan of long sticks too, especially if they make neat <em>swish</em> noises as they are swung), over the course of a fight while in a six character party, accounting for two healing words, healer's mercy, and, say, one other surge spent in the zone (for example, one second wind or a comeback strike), the battle standard heals 48 hp (4 surges x2 hp x6 characters in the zone). And that's my assessment for an average encounter. </p><p></p><p>I'm putting this out there so that the issue is clear and you guys don't underestimate the item. I obviously have an opinion on the matter, but I'm not voting here. </p><p></p><p>I don't see anything about a target that would affect whether the gloves would be triggered or not. As I understand it, if one uses a power with the healing keyword, someone recovers d6 hp. I don't think the target needs to be the same as that of another power. If that were the case, wouldn't it say so? As in, "one of the targets of the triggering healing power..."</p><p></p><p>As far as the <strong>Healer's Mercy</strong> sidetrack is concerned, I'm not so concerned about it's power. Don't get me wrong, it certainly is powerful, but it's a rare situation where everyone really benefits from the power. There are usually characters either out of range, or not bloodied. Further, it's less healing than healing word, it also uses up any other Channel Divinity powers, and it leaves the cleric weakened. Again, I do agree that it's powerful, but less than many other powers that have come out recently that have folks clamoring about power creep. But I've dipped all too far into that sidetrack... Back to the issue at hand.</p></blockquote><p></p>
[QUOTE="Ferghis, post: 5083940, member: 40483"] Firstly, thanks for everyone's responses and folks weighing in on this. It's easy for me to take my own opinion and assume it's reasonable, so the reality check is appreciated. Also, it's worth noting that the character isn't super-optimized in terms of cleric-ness. It's a ranged elf-bow cleric (with a serious drinking problem). This means that she privileges Dexterity over Charisma. So Astral Seal isn't as effective as in a better build's hands. Setting aside the way in which you run your game (I'm a big fan of long sticks too, especially if they make neat [i]swish[/i] noises as they are swung), over the course of a fight while in a six character party, accounting for two healing words, healer's mercy, and, say, one other surge spent in the zone (for example, one second wind or a comeback strike), the battle standard heals 48 hp (4 surges x2 hp x6 characters in the zone). And that's my assessment for an average encounter. I'm putting this out there so that the issue is clear and you guys don't underestimate the item. I obviously have an opinion on the matter, but I'm not voting here. I don't see anything about a target that would affect whether the gloves would be triggered or not. As I understand it, if one uses a power with the healing keyword, someone recovers d6 hp. I don't think the target needs to be the same as that of another power. If that were the case, wouldn't it say so? As in, "one of the targets of the triggering healing power..." As far as the [b]Healer's Mercy[/b] sidetrack is concerned, I'm not so concerned about it's power. Don't get me wrong, it certainly is powerful, but it's a rare situation where everyone really benefits from the power. There are usually characters either out of range, or not bloodied. Further, it's less healing than healing word, it also uses up any other Channel Divinity powers, and it leaves the cleric weakened. Again, I do agree that it's powerful, but less than many other powers that have come out recently that have folks clamoring about power creep. But I've dipped all too far into that sidetrack... Back to the issue at hand. [/QUOTE]
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Battle Standard of Healing and Healer's Brooch: overpowered healing?
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