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<blockquote data-quote="Lord Pendragon" data-source="post: 1938011" data-attributes="member: 707"><p>I've never found wands useful for in-combat healing, except in the case of a fallen ally you're trying to stablize. They are simply too expensive. Outside of combat, yes, wands are fantastic. But in combat you need a lot of healing in as few actions as possible.I'm not familiar with that spell. Where's it from? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />For a single target, yes. But in many cases I'd rather spend that action casting an augmented <em>Mass Cure Critical Wounds</em>.*shrug* I guess we'll have to agree to disagree. I can easily imagine an archer without Rapid Shot. But unless I'm building a higher-level character who can afford a Seeking bow, going without Precise Shot is unthinkable to me.I've never played in or DM'd a group that was coordinated enough to have several melee characters continually taking 5' steps and delaying to allow them to be adjacent to a foe when it's their turn but 10' away on the archer's turn. Perhaps your groups are better at this. I'd be interested in hearing how this works out, since you'd have to take flanking into account as well, as well as the monster's movements. If two fighters try to flank, and they move 10' away to accomodate an archer, the monster is likely to move toward one of them, meaning the other one loses his full attack when he moves to engage the next round. Or they both fight on the same side of their foe, each sacrificing their flanking bonus for the sake of the archer. Worse if one of them is the rogue hoping for sneak attack dice.</p><p></p><p>Thinking on it further I have to ask, in all honesty, is this something you've done during the game, or did you just throw this out as an off-the-cuff counter to my points about Precise Shot?</p></blockquote><p></p>
[QUOTE="Lord Pendragon, post: 1938011, member: 707"] I've never found wands useful for in-combat healing, except in the case of a fallen ally you're trying to stablize. They are simply too expensive. Outside of combat, yes, wands are fantastic. But in combat you need a lot of healing in as few actions as possible.I'm not familiar with that spell. Where's it from? :)For a single target, yes. But in many cases I'd rather spend that action casting an augmented [i]Mass Cure Critical Wounds[/i].*shrug* I guess we'll have to agree to disagree. I can easily imagine an archer without Rapid Shot. But unless I'm building a higher-level character who can afford a Seeking bow, going without Precise Shot is unthinkable to me.I've never played in or DM'd a group that was coordinated enough to have several melee characters continually taking 5' steps and delaying to allow them to be adjacent to a foe when it's their turn but 10' away on the archer's turn. Perhaps your groups are better at this. I'd be interested in hearing how this works out, since you'd have to take flanking into account as well, as well as the monster's movements. If two fighters try to flank, and they move 10' away to accomodate an archer, the monster is likely to move toward one of them, meaning the other one loses his full attack when he moves to engage the next round. Or they both fight on the same side of their foe, each sacrificing their flanking bonus for the sake of the archer. Worse if one of them is the rogue hoping for sneak attack dice. Thinking on it further I have to ask, in all honesty, is this something you've done during the game, or did you just throw this out as an off-the-cuff counter to my points about Precise Shot? [/QUOTE]
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