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Help me be a better banda er healer
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<blockquote data-quote="Ahrimon" data-source="post: 3183609" data-attributes="member: 12630"><p>I'm definately the most rules savy one in the group. With the good and bad sides. <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /> I try not to let it interupt the game flow as much as possible, but I usually end up correcting someone durring the session. Sometimes to the benefit, sometimes to the hindrance of the party.</p><p></p><p>It's been a challenge adapting to his game. I guess it's a low magic game. At least I would call it that. It's basically at the point where you can't really purchase magic. Potions are up for purchase, but usually not in large quantities. The rest of it we have to find. Oppenents have had magic and most have a potion or two on them. So it's out there. Ironically most of us have a powerful magic weapon. But not much else. Myself, I have a minor artifact of a morningstar. It's +2, grants bulls str for 4 hours once per day, and I can place a scroll in the hilt and cast it as a free action (standard action to load a new scroll). Other than that, I have an amulet of natural armor +1.</p><p></p><p>The biggest problem to me as the main healer is that he runs a realistic sequence of events. Take this last game as an example. We entered the evil temple, got the jump on the first group of cultists. The second group was a bit more prepared. While we were finishing off the second group, the third rounds the corner and joins in. They came from an area about 50 feet away, so the DM had them preparing and organizing as soon as the alarm was raised. As the main healer I started getting everyone up and going after this quick 3 group combat fest. I get more bang for the buck out of lesser vigor, but of course that takes time. So with 100% of my spells going to healing and all the potions of CLW (1 each on the mooks) being used, the party is up to about 90% of it's hit points. Now comes combat 4 with no healing available. Combat 5, no healing available. Final encounter, no combat available. So at the end, we've got two party members in the negatives and the rest dangerously low. But we've won, so we get to rest and recouperate.</p><p></p><p>I realized a while ago that I need to either get more healing per spell, or some way to get more healing per day. Item creation feats are available, but you need someone to teach them to you. We should be heading to a town where I know someone who can teach them to me. The DM does allow two casters to work together. i.e. One with scribe scroll can provide the feat while another with the spell provides the XP and spell. But it won't work across the divine/arcane divide. Although my 6th level feat wouldn't allow me to get craft wand, I think I'm going to push the DM into letting me take it since I'm already 7th and just might be 8th by the time I'm able to finally learn my feat.</p></blockquote><p></p>
[QUOTE="Ahrimon, post: 3183609, member: 12630"] I'm definately the most rules savy one in the group. With the good and bad sides. :heh: I try not to let it interupt the game flow as much as possible, but I usually end up correcting someone durring the session. Sometimes to the benefit, sometimes to the hindrance of the party. It's been a challenge adapting to his game. I guess it's a low magic game. At least I would call it that. It's basically at the point where you can't really purchase magic. Potions are up for purchase, but usually not in large quantities. The rest of it we have to find. Oppenents have had magic and most have a potion or two on them. So it's out there. Ironically most of us have a powerful magic weapon. But not much else. Myself, I have a minor artifact of a morningstar. It's +2, grants bulls str for 4 hours once per day, and I can place a scroll in the hilt and cast it as a free action (standard action to load a new scroll). Other than that, I have an amulet of natural armor +1. The biggest problem to me as the main healer is that he runs a realistic sequence of events. Take this last game as an example. We entered the evil temple, got the jump on the first group of cultists. The second group was a bit more prepared. While we were finishing off the second group, the third rounds the corner and joins in. They came from an area about 50 feet away, so the DM had them preparing and organizing as soon as the alarm was raised. As the main healer I started getting everyone up and going after this quick 3 group combat fest. I get more bang for the buck out of lesser vigor, but of course that takes time. So with 100% of my spells going to healing and all the potions of CLW (1 each on the mooks) being used, the party is up to about 90% of it's hit points. Now comes combat 4 with no healing available. Combat 5, no healing available. Final encounter, no combat available. So at the end, we've got two party members in the negatives and the rest dangerously low. But we've won, so we get to rest and recouperate. I realized a while ago that I need to either get more healing per spell, or some way to get more healing per day. Item creation feats are available, but you need someone to teach them to you. We should be heading to a town where I know someone who can teach them to me. The DM does allow two casters to work together. i.e. One with scribe scroll can provide the feat while another with the spell provides the XP and spell. But it won't work across the divine/arcane divide. Although my 6th level feat wouldn't allow me to get craft wand, I think I'm going to push the DM into letting me take it since I'm already 7th and just might be 8th by the time I'm able to finally learn my feat. [/QUOTE]
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