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D&D4E: Resource Management between Encounters
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<blockquote data-quote="ptolemy18" data-source="post: 3846883" data-attributes="member: 24970"><p>Thanks for the information! The Second Wind thing is good. Lots of good ideas on this thread in general. </p><p></p><p>I have to say this, though -- if "Healing Surge" is confirmed, I hope it is an optional power only available to certain clerics, rather than something all clerics have access to, because it is the DUMBEST way to provide healing I've ever heard of. Talk about a zero-flavor, decision which supports the idea of playing with minimum strategy... "Hmm, players don't like playing clerics because they have to stop fighting to heal their friends. But everyone likes rolling critical hits! Heck, even wizards like rolling critical hits! (NOTE: LIE) Let's make clerics heal their allies by doing critical hits upon their enemies!" <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" /></p><p></p><p>I've played clerics in 3E, and I enjoyed it, and the whole idea of playing a cleric is that you sometimes have to make a strategic choice between fighting and healing others. Heck, I've even played pseudo-pacifistic clerics for whom such a spell would make no sense. (And I've played wizards who were darn good at shooting things with crossbows when their spells ran out, but that's another story.) If there are spells or feats like "Healing Surge" I hope that they are not on all clerics' spell lists. Otherwise... dumb, dumb, DUMB, DUMB, DUMB.</p><p></p><p>(end of mini-rant... But yeah, that "Healing Surge" is highly un-flavorful and un-strategic.)</p></blockquote><p></p>
[QUOTE="ptolemy18, post: 3846883, member: 24970"] Thanks for the information! The Second Wind thing is good. Lots of good ideas on this thread in general. I have to say this, though -- if "Healing Surge" is confirmed, I hope it is an optional power only available to certain clerics, rather than something all clerics have access to, because it is the DUMBEST way to provide healing I've ever heard of. Talk about a zero-flavor, decision which supports the idea of playing with minimum strategy... "Hmm, players don't like playing clerics because they have to stop fighting to heal their friends. But everyone likes rolling critical hits! Heck, even wizards like rolling critical hits! (NOTE: LIE) Let's make clerics heal their allies by doing critical hits upon their enemies!" :P I've played clerics in 3E, and I enjoyed it, and the whole idea of playing a cleric is that you sometimes have to make a strategic choice between fighting and healing others. Heck, I've even played pseudo-pacifistic clerics for whom such a spell would make no sense. (And I've played wizards who were darn good at shooting things with crossbows when their spells ran out, but that's another story.) If there are spells or feats like "Healing Surge" I hope that they are not on all clerics' spell lists. Otherwise... dumb, dumb, DUMB, DUMB, DUMB. (end of mini-rant... But yeah, that "Healing Surge" is highly un-flavorful and un-strategic.) [/QUOTE]
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