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Forked Thread: Can defenders do too good of a job? ...from Healing Potions seem odd
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<blockquote data-quote="Runestar" data-source="post: 4396014" data-attributes="member: 72317"><p>So is there any way to address this apparent illiquidity of healing surges? Apparently, there is only magic item in the PHB which lets you transfer surges, but it is far from efficient, at a 2-for-1 cost. Something like having a party of 5 paladins, who can use LOH to distribute their surges amongst one another as they deem fit (so it makes little difference if the enemy spreads the damage out evenly, or concentrates on a single PC).</p><p></p><p>The OP does have a point. It is not uncommon for the defender to burn through 3-4 surges/encounter, meaning that he can run dry by the 2nd or 3rd fight. Is it reasonable to expect the wizard or rogue to step in as the party tank, when they are totally unsuitable to do so? Both will have weaker AC, lower hp (and by extension, their surges heal less damage compared to a defender with higher AC), and they lack the ability to discourage enemies from targetting other players (no markers such as combat challenge, so there is really nothing they can do to dissuade or prevent the enemy from simply bypassing them and attacking the flagging fighter at the back - part of the reason why a 3e fighter stank as a defender). </p><p></p><p>So again - bug or feature?<img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p></blockquote><p></p>
[QUOTE="Runestar, post: 4396014, member: 72317"] So is there any way to address this apparent illiquidity of healing surges? Apparently, there is only magic item in the PHB which lets you transfer surges, but it is far from efficient, at a 2-for-1 cost. Something like having a party of 5 paladins, who can use LOH to distribute their surges amongst one another as they deem fit (so it makes little difference if the enemy spreads the damage out evenly, or concentrates on a single PC). The OP does have a point. It is not uncommon for the defender to burn through 3-4 surges/encounter, meaning that he can run dry by the 2nd or 3rd fight. Is it reasonable to expect the wizard or rogue to step in as the party tank, when they are totally unsuitable to do so? Both will have weaker AC, lower hp (and by extension, their surges heal less damage compared to a defender with higher AC), and they lack the ability to discourage enemies from targetting other players (no markers such as combat challenge, so there is really nothing they can do to dissuade or prevent the enemy from simply bypassing them and attacking the flagging fighter at the back - part of the reason why a 3e fighter stank as a defender). So again - bug or feature?:lol: [/QUOTE]
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Forked Thread: Can defenders do too good of a job? ...from Healing Potions seem odd
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