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General Tabletop Discussion
*Pathfinder & Starfinder
Healing issues, and multiclassing in 2e?
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<blockquote data-quote="Kichwas" data-source="post: 9039310" data-attributes="member: 891"><p>It probably would have been better the other way around - having the rogue stay with Gunslinger and then vetoing the Inventor.</p><p></p><p>Gunslinger and Inventor are 'uncommon' so if your campaign takes place outside of major trade routes you can easily justify not allowing them. Technically you can justify not allowing them anywhere but that starts to get annoying. Between them - the Gunslinger is going to be a lot less headaches to have in play. Though if the player goes for a big slow gun with either kickback or splash damage - I've seen those be extremely ineffective.</p><p></p><p>You've got a party of 5 that lacks both in combat healing. With one player making it to Medicine with Assurance, and the Paladin's Lay on Hands you'd have out of combat healing covered. But with no in combat healing things will always be rough.</p><p></p><p>With no Fighter you also lack someone who can make it harder for enemy's to move around, so enemies can and should run all over the map brutally hitting the PCs, flanking them, tripping them, shoving them, grappling them, and more. And if you do that - multiple PCs will take heavy hits every fight. Not only is it perfectly easy for a moderate challenge enemy to one-shot your wizard - they can run right past all of your group's other PCs, do it, then run back out on their third action...</p><p></p><p>So you've actually got more issues here than just no combat healing. Groups can handle having no fighter or no cleric (or other healer), but lacking both means you will either have to play with kid gloves or TPK them a few times.</p></blockquote><p></p>
[QUOTE="Kichwas, post: 9039310, member: 891"] It probably would have been better the other way around - having the rogue stay with Gunslinger and then vetoing the Inventor. Gunslinger and Inventor are 'uncommon' so if your campaign takes place outside of major trade routes you can easily justify not allowing them. Technically you can justify not allowing them anywhere but that starts to get annoying. Between them - the Gunslinger is going to be a lot less headaches to have in play. Though if the player goes for a big slow gun with either kickback or splash damage - I've seen those be extremely ineffective. You've got a party of 5 that lacks both in combat healing. With one player making it to Medicine with Assurance, and the Paladin's Lay on Hands you'd have out of combat healing covered. But with no in combat healing things will always be rough. With no Fighter you also lack someone who can make it harder for enemy's to move around, so enemies can and should run all over the map brutally hitting the PCs, flanking them, tripping them, shoving them, grappling them, and more. And if you do that - multiple PCs will take heavy hits every fight. Not only is it perfectly easy for a moderate challenge enemy to one-shot your wizard - they can run right past all of your group's other PCs, do it, then run back out on their third action... So you've actually got more issues here than just no combat healing. Groups can handle having no fighter or no cleric (or other healer), but lacking both means you will either have to play with kid gloves or TPK them a few times. [/QUOTE]
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Healing issues, and multiclassing in 2e?
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