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General Tabletop Discussion
*Dungeons & Dragons
Clerics of Life: Broken, Bad Design, or Working as Intended?
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<blockquote data-quote="Pickles JG" data-source="post: 6472372" data-attributes="member: 61501"><p>4E didn't really move away, it <em>emphasised </em>it as all healing was combat healing. </p><p>Clerics were the best at it & some cleric builds were very good indeed. If a party had 2 solid healers or god forbid 3 the game became very siegy & dull. Far more fun was 5 strikers with a a few spot heals. </p><p></p><p>As to being a multiplier it is certainly something but so are DaveDash's points. </p><p></p><p></p><p></p><p>CC either as mezzes or AOEs are more prevalent at higher levels (your is 8+?). At low levels heals are available & effective.</p><p></p><p>The way they works is by ensuring that the party always has its full offensive output by all being on their feet. For this Healing Word is as good as a Cure Wounds unless it is strongly buffed as it's likely only to be one hit from defeat. Healing Word especially makes this very easy as you do not forgo any offence (or very much - cleric can still bash or cast a cantrip & he probably was not doing much with an offensive spell). He could even Healing Word one guy & healers kit or give a CLW potion to another.</p><p></p><p>I agree your other points in general though I prefer offence over defence & healing always feels crutchy. I also prefer not to force people into roles (everyone stealthy or everyone in plate with paladins). Paladins for one seem to be better off smiting than healing a lot of the time.</p><p></p><p>Whether these have more effect over a few encounters is also questionable as they will reduce damage but healing will recover it between fights more effectively. Probably all you need for this last one is Prayer of Healing though.</p></blockquote><p></p>
[QUOTE="Pickles JG, post: 6472372, member: 61501"] 4E didn't really move away, it [I]emphasised [/I]it as all healing was combat healing. Clerics were the best at it & some cleric builds were very good indeed. If a party had 2 solid healers or god forbid 3 the game became very siegy & dull. Far more fun was 5 strikers with a a few spot heals. As to being a multiplier it is certainly something but so are DaveDash's points. CC either as mezzes or AOEs are more prevalent at higher levels (your is 8+?). At low levels heals are available & effective. The way they works is by ensuring that the party always has its full offensive output by all being on their feet. For this Healing Word is as good as a Cure Wounds unless it is strongly buffed as it's likely only to be one hit from defeat. Healing Word especially makes this very easy as you do not forgo any offence (or very much - cleric can still bash or cast a cantrip & he probably was not doing much with an offensive spell). He could even Healing Word one guy & healers kit or give a CLW potion to another. I agree your other points in general though I prefer offence over defence & healing always feels crutchy. I also prefer not to force people into roles (everyone stealthy or everyone in plate with paladins). Paladins for one seem to be better off smiting than healing a lot of the time. Whether these have more effect over a few encounters is also questionable as they will reduce damage but healing will recover it between fights more effectively. Probably all you need for this last one is Prayer of Healing though. [/QUOTE]
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Clerics of Life: Broken, Bad Design, or Working as Intended?
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