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How should 5E handle healing?
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<blockquote data-quote="Hautamaki" data-source="post: 5820840" data-attributes="member: 42219"><p>I think that out-of-combat healing should be able to be done by any class, though different classes may do it in different ways. Rangers/Druids should be masters of herblore healing, while fighters/rogues/wizards/etc can always purchase healing potions. All classes should have an option to get healing skill that allows them to recover a few HPs after every battle, or help stabilize a dying character. Clerics should be the main guys to do in-battle curing; that's their niche.</p><p></p><p>A party can thus survive just fine without clerics. Out of battle, a cleric doesn't really heal any better than any other class, since the cleric still wants to preserve his finite magic supply for in-battle emergencies. </p><p></p><p>In-battle, a cleric's healing ability should not outstrip offensive techniques in terms of hps per turn. In other words, a cleric should not be able to heal allies for more HP/turn than other characters can dish out as damage/turn. However, a cleric's healing is still a valuable thing to have for those cases where the monsters get lucky and unexpectedly severely crit a PC, or the PCs make a mistake and allow someone to be isolated. In these cases, the cleric's in-battle-healing mitigates against a sort of D&D form of 'gambler's ruin'. His healing is rarely the most optimal choice in a battle, but when things go haywire, it suddenly becomes a wonderful thing to have.</p><p></p><p>Thus the cleric serves a useful role without becoming absolutely necessary for someone to bite the bullet and play the cleric even though nobody really wants to.</p></blockquote><p></p>
[QUOTE="Hautamaki, post: 5820840, member: 42219"] I think that out-of-combat healing should be able to be done by any class, though different classes may do it in different ways. Rangers/Druids should be masters of herblore healing, while fighters/rogues/wizards/etc can always purchase healing potions. All classes should have an option to get healing skill that allows them to recover a few HPs after every battle, or help stabilize a dying character. Clerics should be the main guys to do in-battle curing; that's their niche. A party can thus survive just fine without clerics. Out of battle, a cleric doesn't really heal any better than any other class, since the cleric still wants to preserve his finite magic supply for in-battle emergencies. In-battle, a cleric's healing ability should not outstrip offensive techniques in terms of hps per turn. In other words, a cleric should not be able to heal allies for more HP/turn than other characters can dish out as damage/turn. However, a cleric's healing is still a valuable thing to have for those cases where the monsters get lucky and unexpectedly severely crit a PC, or the PCs make a mistake and allow someone to be isolated. In these cases, the cleric's in-battle-healing mitigates against a sort of D&D form of 'gambler's ruin'. His healing is rarely the most optimal choice in a battle, but when things go haywire, it suddenly becomes a wonderful thing to have. Thus the cleric serves a useful role without becoming absolutely necessary for someone to bite the bullet and play the cleric even though nobody really wants to. [/QUOTE]
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