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General Tabletop Discussion
*Dungeons & Dragons
How Important is it that Warlords be Healers?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6104835" data-attributes="member: 82106"><p>IME 4e leaders are much more proactive than that. You can for instance buff an ally or buff all attacks against one foe, allowing alpha-strikes and focus-fire respectively (basically putting out the old laser pointer). You can push the enemy around, or slide your allies, creating flanking, etc, grant attacks, many pro-active things. In fact I haven't seen a huge amount of 'fire fighting' type stuff from leaders in 4e. Its possible to grant saves, which is pretty valuable, but doesn't come up THAT much. It can get a bit different at really high levels where a granted save can be a very nice thing, but OTOH your other stuff is vastly better too at those levels. </p><p></p><p></p><p></p><p>preventing damage is a bit different tactically. It CAN be similar, but it has to be the 'instantly decide to prevent' type of interrupt kind. Even then the implications are not identical. You can probably balance that more-or-less with similar amounts of healing though. Again though, I don't see any reason to believe that story-wise one ability is better than the other. They're both clearly rather magic-ish, or possibly 'inspirational' or something, but generally either one requires some explanation.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6104835, member: 82106"] IME 4e leaders are much more proactive than that. You can for instance buff an ally or buff all attacks against one foe, allowing alpha-strikes and focus-fire respectively (basically putting out the old laser pointer). You can push the enemy around, or slide your allies, creating flanking, etc, grant attacks, many pro-active things. In fact I haven't seen a huge amount of 'fire fighting' type stuff from leaders in 4e. Its possible to grant saves, which is pretty valuable, but doesn't come up THAT much. It can get a bit different at really high levels where a granted save can be a very nice thing, but OTOH your other stuff is vastly better too at those levels. preventing damage is a bit different tactically. It CAN be similar, but it has to be the 'instantly decide to prevent' type of interrupt kind. Even then the implications are not identical. You can probably balance that more-or-less with similar amounts of healing though. Again though, I don't see any reason to believe that story-wise one ability is better than the other. They're both clearly rather magic-ish, or possibly 'inspirational' or something, but generally either one requires some explanation. [/QUOTE]
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How Important is it that Warlords be Healers?
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