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*Pathfinder & Starfinder
How should D&D handle healing?
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<blockquote data-quote="Kinak" data-source="post: 6240254" data-attributes="member: 6694112"><p>It's worth mentioning that, outside of 4e, hit points are most of martial classes' daily resources. Requiring another class to get them back in the action while spellcasters refuel automatically has always been pretty dubious.</p><p></p><p>You're absolutely right, the current setup requires the campaign to be structured around the amount of healing available. And it can be structured that way. I just don't like structuring it that way.</p><p></p><p>I don't accept we should need to restructure campaigns when healers enter or leave the party. Losing the party's only frontliner, ranged attacker, skilluser, or arcane caster can be a big deal in terms of tactics, but there's no reason we need to preserve the healer's ability to change the pace of the entire story.</p><p></p><p>It's not that I can't have an NPC cleric tagalong or hand out rings of regenerations like candy. I certainly can. But, like pacing things correctly, that suddenly becomes very weird if a player decides to bring in a healer or start multiclassing.</p><p></p><p>If anything, the fact that I would feel the need to structure my campaign around that class not being present is what causes these problems in the first place. Especially when I can let my players just choose (or not) the others without major structural changes.</p><p></p><p>Cheers!</p><p>Kinak</p></blockquote><p></p>
[QUOTE="Kinak, post: 6240254, member: 6694112"] It's worth mentioning that, outside of 4e, hit points are most of martial classes' daily resources. Requiring another class to get them back in the action while spellcasters refuel automatically has always been pretty dubious. You're absolutely right, the current setup requires the campaign to be structured around the amount of healing available. And it can be structured that way. I just don't like structuring it that way. I don't accept we should need to restructure campaigns when healers enter or leave the party. Losing the party's only frontliner, ranged attacker, skilluser, or arcane caster can be a big deal in terms of tactics, but there's no reason we need to preserve the healer's ability to change the pace of the entire story. It's not that I can't have an NPC cleric tagalong or hand out rings of regenerations like candy. I certainly can. But, like pacing things correctly, that suddenly becomes very weird if a player decides to bring in a healer or start multiclassing. If anything, the fact that I would feel the need to structure my campaign around that class not being present is what causes these problems in the first place. Especially when I can let my players just choose (or not) the others without major structural changes. Cheers! Kinak [/QUOTE]
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How should D&D handle healing?
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