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D&D Next Q&A: Martial Healing, Fighter Utility, and Ranger Challenges
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<blockquote data-quote="airwalkrr" data-source="post: 6101805" data-attributes="member: 12460"><p>Martial healing, second wind, healing surges and the like was one of the things that really turned me off about 4e. Pretty much everyone has the means to the heal themselves with all the splatbooks available in 4e now. I didn't mind them giving classes like the cleric the ability to attack and still heal without using an action (being a healbot gets a little boring, and I understand that). But it was a bit of a niche marginalization (especially with the ritual system). I felt like the Leader role was less important to the game as the traditional role that clerics, druids, and their ilk used to enjoy.</p><p></p><p>4e disappointment aside, I am not a big fan of martial-style healing, regardless of the source. I think spells like aid or greater heroism from 3e are good ways to go about this. They can grant bonus hit points which revive unconscious allies, but the niche of the healer is still important to the party. I think instead of giving out martial healing abilities they need to focus on niche protection for classes like the fighter by improving their utility to the party outside of combat, which high-level spellcasters have traditionally been better at anyway (in combat in 3e and before spells like disintegrate, imprisonment, and so on were the most effective ways to end combats at high levels). Give fighters et al the ability to stun enemies with a clobbering blow for several rounds. Give them abilities to leap tall buildings and climb surfaces exceptionally well (and help others do so very effectively) to match spells like fly. Give them abilities to break down walls (similar to passwall). And so on. It doesn't have to be extensively a suite of abilities as a spellcaster. But they should have at least a handful of utility abilities that work outside of combat. And they should be very resistant to magic (like they used to be in 1e). And they should be able to deal the most damage in combat (pure DPR) or soak damage while keeping the enemy focused on them (tank) depending on the preferences and build of the player.</p><p></p><p>So martial healing is a negatory for me. Abilities to shrug off damage with armor or shields or something would be fine. Otherwise, give fighters and such more flavorful and utility abilities and make them kings of combat.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 6101805, member: 12460"] Martial healing, second wind, healing surges and the like was one of the things that really turned me off about 4e. Pretty much everyone has the means to the heal themselves with all the splatbooks available in 4e now. I didn't mind them giving classes like the cleric the ability to attack and still heal without using an action (being a healbot gets a little boring, and I understand that). But it was a bit of a niche marginalization (especially with the ritual system). I felt like the Leader role was less important to the game as the traditional role that clerics, druids, and their ilk used to enjoy. 4e disappointment aside, I am not a big fan of martial-style healing, regardless of the source. I think spells like aid or greater heroism from 3e are good ways to go about this. They can grant bonus hit points which revive unconscious allies, but the niche of the healer is still important to the party. I think instead of giving out martial healing abilities they need to focus on niche protection for classes like the fighter by improving their utility to the party outside of combat, which high-level spellcasters have traditionally been better at anyway (in combat in 3e and before spells like disintegrate, imprisonment, and so on were the most effective ways to end combats at high levels). Give fighters et al the ability to stun enemies with a clobbering blow for several rounds. Give them abilities to leap tall buildings and climb surfaces exceptionally well (and help others do so very effectively) to match spells like fly. Give them abilities to break down walls (similar to passwall). And so on. It doesn't have to be extensively a suite of abilities as a spellcaster. But they should have at least a handful of utility abilities that work outside of combat. And they should be very resistant to magic (like they used to be in 1e). And they should be able to deal the most damage in combat (pure DPR) or soak damage while keeping the enemy focused on them (tank) depending on the preferences and build of the player. So martial healing is a negatory for me. Abilities to shrug off damage with armor or shields or something would be fine. Otherwise, give fighters and such more flavorful and utility abilities and make them kings of combat. [/QUOTE]
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D&D Next Q&A: Martial Healing, Fighter Utility, and Ranger Challenges
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