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<blockquote data-quote="Hurin70" data-source="post: 8172190" data-attributes="member: 6875491"><p>I find myself agreeing with a lot of what people are saying on this thread (which is not always the case lol).</p><p></p><p>One of my two groups too sometimes struggles to find someone who wants to play the healer, because they know that they will often have to choose between healing and something more fun. My other group doesn't have that problem, because one player likes the healing role and sees the healing as just as fun. So I recognize that different groups will have quite different experiences. In my experience, though, it sometimes is hard to get someone to play the healer.</p><p></p><p>I do feel that having a healer makes things a lot easier in 5e. The difference between having someone with Revivify and not having someone with it is literally the difference between life and death. And because there are no negative hit points anymore, it often is more efficient just to let people drop and then heal them for 1 point than trying to keep them up. Combats devolve into games of whack a mole. Most of those issues go away if you move healing to primarily non-combat, and return to the concept of negative hit points (as for example Rolemaster does).</p><p></p><p>This was why I liked what 4e did -- making healing a minor action -- so you can still do something else besides healing. That's one solution, but it also tends to make healer so powerful they become all but necessary. So non-combat healing seems to me the way to go.</p></blockquote><p></p>
[QUOTE="Hurin70, post: 8172190, member: 6875491"] I find myself agreeing with a lot of what people are saying on this thread (which is not always the case lol). One of my two groups too sometimes struggles to find someone who wants to play the healer, because they know that they will often have to choose between healing and something more fun. My other group doesn't have that problem, because one player likes the healing role and sees the healing as just as fun. So I recognize that different groups will have quite different experiences. In my experience, though, it sometimes is hard to get someone to play the healer. I do feel that having a healer makes things a lot easier in 5e. The difference between having someone with Revivify and not having someone with it is literally the difference between life and death. And because there are no negative hit points anymore, it often is more efficient just to let people drop and then heal them for 1 point than trying to keep them up. Combats devolve into games of whack a mole. Most of those issues go away if you move healing to primarily non-combat, and return to the concept of negative hit points (as for example Rolemaster does). This was why I liked what 4e did -- making healing a minor action -- so you can still do something else besides healing. That's one solution, but it also tends to make healer so powerful they become all but necessary. So non-combat healing seems to me the way to go. [/QUOTE]
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