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<blockquote data-quote="Mannahnin" data-source="post: 8172571" data-attributes="member: 7026594"><p>I don't think he was dismissing it so much as relaying a common opinion (which you obviously don't share) that designers like Tweet and the folks at WotC have been struggling with for decades. There seems to be a small subset of players who genuinely enjoy playing a healer and spending their resources and actions in combat on healing at least some percentage of the time vs. casting an offensive spell, attacking or something.</p><p></p><p>But this percentage of players is small enough that a lot of groups wind up with NO ONE wanting to play the cleric/healer, because so many folks want a more "active"/aggressive role. Even in 3.x where Clerics reached the apex of their power and were commonly talked about as broken, many groups still experienced this. I wound up playing a Cleric in two different long-running 3.x campaigns in part because no one else was interested! Tweet speaks to the design challenge of trying to incentivize people to play Clerics without making them overpowered, which the 3.x teams really struggled with.</p><p></p><p>You can see the ongoing efforts to overcome this challenge in 4E and 5E.</p><p></p><p>In 4E the baseline combat healing (Healing Word for Clerics, Inspiring Word for Warlords, etc.) was a Minor action, so you'd only have to give up your attack or "real" action to heal if it was a badass or backup healing spell. And they allowed everyone to spend Healing Surges on a Short Rest, and once per fight as a Second Wind (albeit at the cost of an Action, so you rarely saw anyone do that except Dwarves, because they could do it as a Minor action).</p><p></p><p>In 5E they've continued the heal-yourself-on-a-short-rest concept with Hit Dice, and made Healing Word a Bonus action spell for Clerics, again following much the same philosophy as 4E; make it less necessary for anyone to NEED to play a Cleric, and make it so that Clerics don't HAVE to spend whole Actions on healing if they don't want to.</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 8172571, member: 7026594"] I don't think he was dismissing it so much as relaying a common opinion (which you obviously don't share) that designers like Tweet and the folks at WotC have been struggling with for decades. There seems to be a small subset of players who genuinely enjoy playing a healer and spending their resources and actions in combat on healing at least some percentage of the time vs. casting an offensive spell, attacking or something. But this percentage of players is small enough that a lot of groups wind up with NO ONE wanting to play the cleric/healer, because so many folks want a more "active"/aggressive role. Even in 3.x where Clerics reached the apex of their power and were commonly talked about as broken, many groups still experienced this. I wound up playing a Cleric in two different long-running 3.x campaigns in part because no one else was interested! Tweet speaks to the design challenge of trying to incentivize people to play Clerics without making them overpowered, which the 3.x teams really struggled with. You can see the ongoing efforts to overcome this challenge in 4E and 5E. In 4E the baseline combat healing (Healing Word for Clerics, Inspiring Word for Warlords, etc.) was a Minor action, so you'd only have to give up your attack or "real" action to heal if it was a badass or backup healing spell. And they allowed everyone to spend Healing Surges on a Short Rest, and once per fight as a Second Wind (albeit at the cost of an Action, so you rarely saw anyone do that except Dwarves, because they could do it as a Minor action). In 5E they've continued the heal-yourself-on-a-short-rest concept with Hit Dice, and made Healing Word a Bonus action spell for Clerics, again following much the same philosophy as 4E; make it less necessary for anyone to NEED to play a Cleric, and make it so that Clerics don't HAVE to spend whole Actions on healing if they don't want to. [/QUOTE]
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