Helper Classes

At Wizards one year, I gave a short lecture to the RPG R&D crew about why clerics are impossible to balance. Since most of their power (healing) helps other characters, it’s power that doesn’t feel cool. To help the cleric feel cool, it needs a double-helping of power, and that’s what we gave it. In theory, one way to balance the cleric is to re-write every class so that a good deal of its...

At Wizards one year, I gave a short lecture to the RPG R&D crew about why clerics are impossible to balance. Since most of their power (healing) helps other characters, it’s power that doesn’t feel cool. To help the cleric feel cool, it needs a double-helping of power, and that’s what we gave it. In theory, one way to balance the cleric is to re-write every class so that a good deal of its power comes from helping other characters in the party. Druids and bards have “helper” abilities, and we discussed giving such abilities to all classes. For example, some folks talked about taking away the 5-foot step as a general rule and re-writing the fighter so that one of the class’s abilities was to allow party members to take 5-foot steps. That was too big change for the system and for fighters, and what actually came out of these conversations was a number of new “helper classes.” The D&D Miniatures Handbook included the healer and the marshal, the 13th Age system included the occultist, and 13th Age Glorantha included the trickster.

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The healer in the Miniatures Handbook was sort of like a cleric but even more focused on healing. Over previous decades, I had seen players occasionally create pacifist characters, and a healer class of one sort of another has appeared here and there. It’s a natural enough concept. Unfortunately, it’s a hard concept to get right. The healers from the fantasy world Glorantha, for example, are duty bound to try to protect even enemies from being killed. If a self-righteous paladin in a party can be at odds with the other characters, try a pacifist who tries to keep party members from killing their foes. When Rob Heinsoo and I later wrote 13th Age Glorantha, we balked at writing up a playable healer because the canonical healers in the setting don’t “play nice” with others—ironically because they play too nice with the enemy. As for the healer class in the Miniatures Handbook, it never got a lot of play and didn’t prove popular enough to recur in later iterations of the game.

The marshal was a non-supernatural class that had bard-like abilities to improve other characters’ performances in combat. Mostly, they provided specific buffs to party members, which represented the practical guidance they provided in the heat of battle. There was a lose fit between what the marshal was doing in the game world (barking out orders) and the magic-like bonuses in the game system. In design terms, it represented sort of a Magic: The Gathering approach, in which simple, useful mechanics evoke what’s happening in the game world rather than strictly simulating it. Years later, 4E would double down on the evocative and game-oriented approach instead of 3E’s simulations esthetic. Unlike the healer, the marshal was popular, and similar classes would appear later in the development of D&D classes.

For 13th Age, Rob Heinsoo did most of the classes, but I wrote up the occultist, one of the game’s first all-new classes. The occultist was my attempt to create the equivalent of a cleric, and in particular one that would feel more powerful in play without actually being more powerful. In combat, the occultist mostly observes the attacks made by the other characters and the attacks made against them. The occultist’s spells are instant actions that let another character reroll a missed attack, prevent damage from incoming attacks, or increase damage that their allies deal. In effect, preventing damage is “healing in advance,” but it feels gratifying to interrupt a monster’s attack to reduce damage to a friend. It’s proactive and even aggressive, while healing is more reactive. Likewise, helping a friend land a mighty blow is also a feel-good moment. The other player gets to feel more effective because it’s their character that’s dealing out more damage. The player running the occultist, meanwhile, also feels effective because the effect on play is more dramatic than after-the-fact healing. The occultist is ideal for the sort of player who loves to keep an eye on combat, to watch every turn, and to judge when to apply the right effort for the best effect. For the occultist, friends’ turns and enemies’ turns sort of feel like part of their own turn because the player is monitoring events and deciding when to intervene. Other players’ turns and monsters’ turns are more interesting when you have the option to instantly step in and alter the outcome. For an added touch of cool factor, the class description specifies that there is only one occultist. There are no occultist guilds or even higher-level occultists to make the occultist character feel unexceptional.

For 13th Age Glorantha, I wrote up another helper class: the trickster. As with the Gloranthan healer, the Gloranthan trickster has an iffy pedigree. The wild and unpredictable trickster character from the setting was an uneasy fit with the no-nonsense and gritty RuneQuest system that powered Gloranthan roleplaying. Andrew Finch tells a story of how the clever use of a trickster’s powers managed to defeat an entire temple of Chaotic cultists by tricking them into destroying themselves. The players at the table were geared up for a massive, running battle with the toughest enemies they’d ever fought, and on the enemies’ home territory. The trickster made all that planning and anticipation moot. No one else got to so much as make an attack roll. Thankfully, the trickster makes a better ally than the pacifist healer, and Rob and I were able to make a memorable, playable character that feels like no other class.

If the occultist is ideal for a player who likes to pay close attention, the trickster is good for a player who likes to mix things up and maybe get the snot beat out of them in the bargain. (Can you guess? I enjoy playing both classes.) As with a typical class, the trickster’s abilities work on the character’s turn, but as with the occultist these powers typically help the other characters. With powers such as the Dance of Blood and Slapstick, the trickster helps allies make extra attacks on enemies while provoking attacks from those same enemies on themselves. No one knows what’s going to happen when the trickster takes their turn. For me, the less I know about how my turn is going to end up, the more interesting the dice rolls are. Sometimes the trickster ends up just taking damage for nothing—hey, that’s a trickster for you! To balance the possibility of costly failure, these powers have big upsides when everything works out right.

The trickster’s standard, at-will melee attack deals no damage at all. In the game world, the trickster might be using a chicken carcass as a weapon, and how much damage would you expect that to deal? Instead of dealing damage, “feckless strike” curses the target with bad mojo, so the next time an ally strikes that foe, the ally deals a lot more damage than normal. In a sense, the trickster’s damage is delayed, waiting for an ally to hit that foe and apply the “damage” done earlier by the trickster. Again, the player with the trickster feels effective, and the other player is happy to deal more than normal damage.
 

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Jonathan Tweet

Jonathan Tweet

D&D 3E, Over the Edge, Everway, Ars Magica, Omega World, Grandmother Fish

Hurin70

Adventurer
The 4e warlord was pretty fantastic, being able to do a lot of active actions to help others, particularly giving others attacks or shouting at others to walk it off as hp healing. 5e bards handing out bonus dice is fun, but I think 4e pulled off the concepts best.
Totally agree! Playing a Warlord was probably the most fun I've had playing DnD.

I think most of the things that really annoyed people about the Warlord could be addressed by making their 'healing' just temporary HPs.
 

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Mannahnin

Scion of Murgen (He/Him)
Warlords were great, yeah.

My last character in 4E was a Skald, from Heroes of the Feywild. Another combat Leader. I got to hand out Temp HP every time I hit with a basic attack, and had an aura in which allies could heal themselves (2x/fight, like Healing Word) and to which I could add other buff/debuff effects. Super fun character, though of course I didn't do nearly the damage the Rogue or Sorcerer did.
 

NotAYakk

Legend
Defensive Command + Warlord Power
Minor Action
Encounter (2 uses)
Close Burst 5
Target: one creature
Effect: The creature, if unconscious, becomes conscious and regains 1 HP. Then it gains 1d6 temporary HP and can choose to expend a healing surge. If they expend a healing surge, they gain additional temporary HP equal to their healing surge value instead of regaining HP. If they do not expend a healing surge, once until the end of their next turn they may use Second Wind as a minor action and expend up to 2 healing surges when they use it.
Special: blah blah blah more temporary HP dice.

Battlefield Medicine

An ally who takes a short rest may convert up to half of the temporary HP they had at the start of the short rest into additional healing.

---

So the Warlord can bring people up from KO, grants temporary HP similar to healing of other leaders. Targets can also choose to reduce the temporary HP gained and get a boost to their second wind.

Battlefield Medicine makes the temporary HP not as good as real HP, but not completely wasted at the end of a fight.
 

MoonSong

Rules-lawyering drama queen but not a munchkin
I'm not sure how much of an old-school player/DM you are, but this is a wonderfully old-school way of looking at it.

That said, I'm still all about in-combat healing being the exception rather than the norm; with healing being something mostly done outside of combat and the healer finding other ways to contribute during the actual fighting.
When it comes to playstyle I'm fairly old school, when it comes to flavor I like some of the new school innovations. Not only when it comes to sorcerers and warlocks -no secret, sorcerer's are my favorite class at least conceptually -, but I also like the idea that you are "buying" some thematic space with your choices. My ideal edition sits close to 2e with some quality of life improvements from later editions and of course sorcerers and warlocks plus maybe some parts of the warlord.

In combat healing is a bit of an exception in my favored playstyle too. Just enough to keep everybody in fighting shape and to rescue in the cases when that isn't enough. Why? because there's the bigger picture of keeping everybody alive and close to top condition in out of combat situations. Even then, your contribution to combat is more contextual, stay alive, away of problems, take an opportunistic shot at the enemies keep an eye on everybody's health. A far cry from the current "everybody hit for maximum damage every round or we are hosed" environment. Out of combat healing isn't a thing in D&D anymore. Ok, you still go through the motions, but the overall message is "this is a token shout out to old school, because we can't just outright say that you just heal to full between combats without causing an edition war".
 

Lanefan

Victoria Rules
In combat healing is a bit of an exception in my favored playstyle too. Just enough to keep everybody in fighting shape and to rescue in the cases when that isn't enough. Why? because there's the bigger picture of keeping everybody alive and close to top condition in out of combat situations. Even then, your contribution to combat is more contextual, stay alive, away of problems, take an opportunistic shot at the enemies keep an eye on everybody's health.
A true healer would likely go that route, yes; or cast other support spells e.g. a Druid using Faerie Fire.
A far cry from the current "everybody hit for maximum damage every round or we are hosed" environment.
Offense has been emphasized over defense in game design, no question there; probably because players complained that not hitting was boring. So, you all hit more often but to compensate everything gets gobs of hit points; thus chewing away those hit points becomes job one. Even more so given that most if not all effects that could bypass hit points (poison, disintegrate, save-or-die, etc.) have either come out of the game or been morphed into just causing hit point damage.
Out of combat healing isn't a thing in D&D anymore.
Sadly.

That said, one can always kitbash the resting rates into something more palatable. :)
 

this is true. But I wonder:

Is a healer necessary in 5e?

I am starting to think not. And in fact, if someone wants a tougher go of a dungeon or quest, not having some spam cures fits the bill.

withdraw when you get banged up and low on hit die recovered. It’s more strategic and a little more old school since all the new toys seem to replace the healing of old.

tons of healing beyond rests and class feature seems like overkill in some games now. Certainly the case if you kills things efficiently with all the burst and nova damage options
We don’t have a healer in our group. All fighters and one wizard
 


Blue Orange

Gone to Texas
"tank, DPS, healer which D&D has never attempted"

4th edition would like to have a word with you. True it did add a 4th pillar (controller) and did hybrid roles but it has a very clear distinction between the 4 combat roles and what each could hope to achieve.
0th edition (white box D&D) would like to have a word with you--Fighting Man, Magic-User, Cleric. The thief class came in a sourcebook. :devilish:

I have to say, it's fascinating as something of an edition nerd to watch all these changes, and to see one of the designers at work explain his work in balancing all these things. You realize they're thinking something when they make AC run upwards, or invent healing surges, or add sorcerers and then warlocks as arcane caster classes, or any other number of modifications, and you assume they're responding to player feedback, but you don't really know what.
 


Mannahnin

Scion of Murgen (He/Him)
I don't think it was ever intended to replicate WoW. But 4E did give classes defined, categorized roles as guidelines to how their abilities would work and how they would optimally be played and complement one another in combat. And it's the edition which definitely came the closest to balancing classes against each other the way MMOs strive to.
 

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