Healing Word: all my rage.

B.T.

First Post
Well, not really, but I do not like this spell for two reasons. First of all, I despise ranged healing. To my knowledge, D&D has always had healing based on touch-ranged spells (except for higher-level spells). Introducing ranged healing feels very videogamey, especially at first level.

Second of all, it goes into the same 4e "healing is a non-action" mindset that I so dislike. I'm fine with a healing spell going off quickly, but that seems like it should be higher level, not something that a neophyte cleric can do.
 

log in or register to remove this ad

Well, not really, but I do not like this spell for two reasons. First of all, I despise ranged healing. To my knowledge, D&D has always had healing based on touch-ranged spells (except for higher-level spells). Introducing ranged healing feels very videogamey, especially at first level.

Second of all, it goes into the same 4e "healing is a non-action" mindset that I so dislike. I'm fine with a healing spell going off quickly, but that seems like it should be higher level, not something that a neophyte cleric can do.

I don't know about ranged healing being videogamey ("Lord, I am not worthy to receive you under my roof, but only say the word and my servant shall be healed". Matthew 8:8) . So I'm not really concerned about ranged healing myself. I don't find ranged healing to be anymore magical/implausible than ranged magical damage.

I'll agree with you on the second point though. Healing was a problem because clerics were doing it instead of doing something awesome in their own right. As the most popular cleric build of 4e proves (healing pacifist cleric) that objection goes away though if clerical heaing is sufficiently awesome enough for the cleric to shine. In other words, make healing glorious and powerful, and you don't have to worry about being able to do something else that round.
 

I agree B.T with respect to range but I dont mind healing as a minor action. I am (mostly) a 4th ed fan, but I dont like long range healing because it takes a tactical element out of the game and the drama of the rush and rescue. I like at least being adjacent or within 10 feet so the harmed ally can hear your prayer makes sense to me. I dont mind some more dramtic area powers from 4th ed than did a radiant blast that harmed allies and healed allies, but healing word is a little too much.
 

Healing Word is excellent. It is a great contrast with Cure Light Wounds. It heals significantly less damage, does not require a touch, is not Wisdom dependent for anything, and doesn't eat up your whole action. That's a great design space allowing for a combative cleric that can mix it up without fear of being restrained or blocked from delivering critical healing to a downed ally.

One experience from my playtest is that Daily healing resources are precious and awesome things. You can't use mundane healing to recover from being unconscious in a battle, so clerics tend to sit on heals as a "panic button." You'd much rather expend your Hit Dice healing in a short-rest than burn a healing spell if you can help it.

- Marty Lund
 

I don't personally agree.

Mostly because Healing Word is just one spell. It's an alternative healing spell to Cure Light Wounds. Your cleric never has to prepare the spell...and if someone else does, that's because they like the spell, and that should be fine. And if you're a DM, you can always ban the thing.

It's something that a player that wants it can get, but a player or DM who doesn't want it doesn't need to bother with it.

Seems ideal to me!
 

To elaborate on that, one thing has always bothered me about clerics. Despite the fact that divine spells are supposed to represent the presence and power of a god, they function like wizard spells, with their power increasing as the cleric gains levels. Why should a cleric's miracle be any less powerful just because they are cast by an acolyte?

No, there should only be one level of clerical spells: "god level". Instead of casting a slight healing touch, a cleric healing spell should be able to the injured and awash the rest of the party with the blessings of temporary hp. Just make sure he can only do it once without taking the time to do the necessary ritual prayers. As you get higher in level, you get to call upon your deity's intervention more often, but still rarely enough to prevent him from becoming a heal-bot.

Don't give me 3 cure light wounds spells. Give me one big cure spell that does the work of 3 cure lights, and give me more time to swing my mace!
 

Well, for those of us who want touch-delivered, standard action, more powerful healing, there is cure light wounds. Healing word is just an option for those who want something else, or want to be able to choose.
 

It even allows for a dedicated "Faith Healer" type archetype in terms of preparing spells for the day. Taking Cure Light Wounds and Healing Word represented what he can do if he focuses all his attention on someone within arms reach vs. what he can do if he's stuck out of reach or under pressure and must make a simple invocation to the powers that be to bless someone with their mercy.

Seriously, though, how awesome is a priest that can call upon their god to heal their unfortunate ally who just fell down a 50 foot pit onto a bed of spikes, or a wounded child who lays dying on the other side of a destroyed bridge? That guy is a badass.

- Marty Lund
 

Healing Word is excellent. It is a great contrast with Cure Light Wounds. It heals significantly less damage, does not require a touch, is not Wisdom dependent for anything, and doesn't eat up your whole action. That's a great design space allowing for a combative cleric that can mix it up without fear of being restrained or blocked from delivering critical healing to a downed ally.

One experience from my playtest is that Daily healing resources are precious and awesome things. You can't use mundane healing to recover from being unconscious in a battle, so clerics tend to sit on heals as a "panic button." You'd much rather expend your Hit Dice healing in a short-rest than burn a healing spell if you can help it.

- Marty Lund

I am interested in your experiences of the playtest.

I struggle to imagine playing without in combat mundane healing/second winds!
 

Well, it wasn't like you ever wanted to have to use your second wind in 4E anyway. That's why Leaders were so critical. It was there for an emergency. Without it, you need magical healing or you need to drop the enemy's damage capacity before they drop you. Without a cleric it is going to be a bit more pseudo-realistic in terms of combat - if you go down you aren't getting back up until the fight is over.

I suppose that also makes the Healing Potion a much more important commodity too.

- Marty Lund
 

Remove ads

Top