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Game design allow sub optimal class build. Confirmed by M Mearls
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<blockquote data-quote="Zardnaar" data-source="post: 6925270" data-attributes="member: 6716779"><p>You do not need a dedicated healer but you do need some amount of healing IMHO. Also spreading the healing around heaps so the burden doesn't fall on 1 player.</p><p></p><p> My PCs almost always have the healer feat in there somewhere. I often take it if I am a wizard or cleric so I can use my spells for something else and it is also great with the thief subclass as they can use a healing kit as a bonus action. </p><p></p><p> I had a Paladin in a 6 man part with 3 arcanist a Rogue and a Barbarian. DM gave everyone a bonus feat. No one else took any healing or inspirational leader feat and the Barbarian liked using frenzy a lot and then wanted me to heal him afterwards so in the end I stopped healing people because lay on hands only goes so far and I wanted to use hunters quarry over cure. Everyone took decisions to make thier character better so logically using my 15-20 points on helaing on myself was a better call than healing them especially when they threw away their hit points.</p><p></p><p> If you are doing sandbox or a themed game you can get away with no healer at all. If you are doing an AP though or other prepublished adventure you will likely need some.</p><p></p><p> If you are running around with a front line great sword character with 12 strength I would look on it as deliberately gimping the party and I would assume you are an idiot and/or one of those special players who is going to disrupt the group in other ways anyway. I could maybe see it with a MAD character that had spells as a backup like a Valor Bard or some cleric.</p><p></p><p> Even with the default array you should have a 16 in your prime attack stat or at least a 14 in the case of MAD type PCs. A 12 and you would have to be deliberately gimping yourself and the rest of the party with the exception of some spell caster builds. I would have a word with said player and if they got themselves or other players killed due to being a pumpkin I would be inclined to boot them from the group if they kept doing it. Yes I want my players to have fun but not at the expense of the others. </p><p></p><p> You do not have to build the worlds best DPM machine but deliberately slowing yourself down and taking a -2 to hit and damage for no discernible reason I can figure out fits in with being a disruptive player. Maybe you are the worlds greatest roleplayer and want to have a fighter with 16 intelligence but I would like to point out you could have two 16s in that case or go with a 16 and a 14 and still be a smart fighter with 14 intelligence instead. I have a smart fighter ATM that uses dex and intelligence+ green flame blade that might be sub optimal but he has not made it out right suck deliberately and he can do his job in a fight good enough so I do not care. </p><p></p><p> I also house ruled you get bonus languages from a high intelligence. </p><p></p><p> There are other RPGs that cater to that type of player or maybe other D&D groups.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 6925270, member: 6716779"] You do not need a dedicated healer but you do need some amount of healing IMHO. Also spreading the healing around heaps so the burden doesn't fall on 1 player. My PCs almost always have the healer feat in there somewhere. I often take it if I am a wizard or cleric so I can use my spells for something else and it is also great with the thief subclass as they can use a healing kit as a bonus action. I had a Paladin in a 6 man part with 3 arcanist a Rogue and a Barbarian. DM gave everyone a bonus feat. No one else took any healing or inspirational leader feat and the Barbarian liked using frenzy a lot and then wanted me to heal him afterwards so in the end I stopped healing people because lay on hands only goes so far and I wanted to use hunters quarry over cure. Everyone took decisions to make thier character better so logically using my 15-20 points on helaing on myself was a better call than healing them especially when they threw away their hit points. If you are doing sandbox or a themed game you can get away with no healer at all. If you are doing an AP though or other prepublished adventure you will likely need some. If you are running around with a front line great sword character with 12 strength I would look on it as deliberately gimping the party and I would assume you are an idiot and/or one of those special players who is going to disrupt the group in other ways anyway. I could maybe see it with a MAD character that had spells as a backup like a Valor Bard or some cleric. Even with the default array you should have a 16 in your prime attack stat or at least a 14 in the case of MAD type PCs. A 12 and you would have to be deliberately gimping yourself and the rest of the party with the exception of some spell caster builds. I would have a word with said player and if they got themselves or other players killed due to being a pumpkin I would be inclined to boot them from the group if they kept doing it. Yes I want my players to have fun but not at the expense of the others. You do not have to build the worlds best DPM machine but deliberately slowing yourself down and taking a -2 to hit and damage for no discernible reason I can figure out fits in with being a disruptive player. Maybe you are the worlds greatest roleplayer and want to have a fighter with 16 intelligence but I would like to point out you could have two 16s in that case or go with a 16 and a 14 and still be a smart fighter with 14 intelligence instead. I have a smart fighter ATM that uses dex and intelligence+ green flame blade that might be sub optimal but he has not made it out right suck deliberately and he can do his job in a fight good enough so I do not care. I also house ruled you get bonus languages from a high intelligence. There are other RPGs that cater to that type of player or maybe other D&D groups. [/QUOTE]
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