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Help! My party has no healer!
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<blockquote data-quote="LightPhoenix" data-source="post: 5304662" data-attributes="member: 115"><p>I think a lot of the answer depends on how you want it to be handled.</p><p></p><p>If you want to make a DM change, you could adjust encounters with relative ease. I'm not just talking changing up the mix of creatures, but also adding in "magic squares" for healing, terrain, and so forth. You can also adjust treasure - more healing potions, the aforementioned healer's sash, and so forth. Henchmen might be another option, especially if a player doesn't mind playing the hench. Another option is to consider a house-rule; Second Wind as a Move Action, or even Minor (Dwarves get two/enc), or everyone gets a limited-use Healing Word (without riders).</p><p></p><p>On the other hand, if you want the PCs to make the change, you can try and suggest they emphasize hit-and-run style tactics or ambushes (and as DM, <em>let them do this</em>). You could also suggest (subtly or overtly) the players invest in more healing - potions/sash/etc. Alternatively, just let it ride - playing without a leader is doable, and if your group is like mine they do ludicrous amounts of damage per round.</p></blockquote><p></p>
[QUOTE="LightPhoenix, post: 5304662, member: 115"] I think a lot of the answer depends on how you want it to be handled. If you want to make a DM change, you could adjust encounters with relative ease. I'm not just talking changing up the mix of creatures, but also adding in "magic squares" for healing, terrain, and so forth. You can also adjust treasure - more healing potions, the aforementioned healer's sash, and so forth. Henchmen might be another option, especially if a player doesn't mind playing the hench. Another option is to consider a house-rule; Second Wind as a Move Action, or even Minor (Dwarves get two/enc), or everyone gets a limited-use Healing Word (without riders). On the other hand, if you want the PCs to make the change, you can try and suggest they emphasize hit-and-run style tactics or ambushes (and as DM, [I]let them do this[/I]). You could also suggest (subtly or overtly) the players invest in more healing - potions/sash/etc. Alternatively, just let it ride - playing without a leader is doable, and if your group is like mine they do ludicrous amounts of damage per round. [/QUOTE]
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Help! My party has no healer!
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