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Community
General Tabletop Discussion
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December 1st UA Spell changes
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<blockquote data-quote="James Gasik" data-source="post: 8854466" data-attributes="member: 6877472"><p>I suppose it just comes down to how I've learned to play spellcasters- I'm miserly with my spell slots, never knowing what I'm going to need in the rest of the day. The idea that I can burn all my spell slots giving people just enough hit points to stand (which effectively has no cost, unlike in previous editions where it could cost all your movement, or worse), just to be knocked down again by something slightly more dangerous than bad breath irks me.</p><p></p><p>I want more mileage out of my spell slots than that. Ideally, I'd be able to prevent people from falling down in the first place, but defensive spells are really terrible. Shield of Faith? 10% miss chance, and it takes my concentration.</p><p></p><p>I'm fully aware Cure Wounds is terrible, but I really feel better about possibly giving someone the ability to remain standing by my next turn so that I could maybe do something other than "healing word and a mediocre cantrip/weapon attack" in one encounter until I'm out of spell slots.</p><p></p><p>Again, I played in 4e, and people griped about "pop up healing" there, but you had 2 healing words in tier 1, and you couldn't afford to just heal people- you had to do some serious damage, debuff an enemy, do something else to win battles. And it wasn't like you could heal people all day long- almost all healing required spending surges, and once those were out, you were done.</p><p></p><p>So it really comes down to I don't like this paradigm, where combat healing is atrociously feeble, out of combat healing is plentiful, and "being a healer" means to slap duct tape on a guy bleeding out so he can freaking regenerate like a troll later.</p><p></p><p>At least until you can cast <em>heal</em>, I suppose.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8854466, member: 6877472"] I suppose it just comes down to how I've learned to play spellcasters- I'm miserly with my spell slots, never knowing what I'm going to need in the rest of the day. The idea that I can burn all my spell slots giving people just enough hit points to stand (which effectively has no cost, unlike in previous editions where it could cost all your movement, or worse), just to be knocked down again by something slightly more dangerous than bad breath irks me. I want more mileage out of my spell slots than that. Ideally, I'd be able to prevent people from falling down in the first place, but defensive spells are really terrible. Shield of Faith? 10% miss chance, and it takes my concentration. I'm fully aware Cure Wounds is terrible, but I really feel better about possibly giving someone the ability to remain standing by my next turn so that I could maybe do something other than "healing word and a mediocre cantrip/weapon attack" in one encounter until I'm out of spell slots. Again, I played in 4e, and people griped about "pop up healing" there, but you had 2 healing words in tier 1, and you couldn't afford to just heal people- you had to do some serious damage, debuff an enemy, do something else to win battles. And it wasn't like you could heal people all day long- almost all healing required spending surges, and once those were out, you were done. So it really comes down to I don't like this paradigm, where combat healing is atrociously feeble, out of combat healing is plentiful, and "being a healer" means to slap duct tape on a guy bleeding out so he can freaking regenerate like a troll later. At least until you can cast [I]heal[/I], I suppose. [/QUOTE]
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