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General Tabletop Discussion
*Dungeons & Dragons
How should Healing Blossoms and Wild Companion be improved, if they were alternatives to Wildshape?
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<blockquote data-quote="Chaosmancer" data-source="post: 8950178" data-attributes="member: 6801228"><p>3) But if you aren't combat shifting, which most druids won't, then you won't be doing both with the same action. I want to make shifting less of a combat focus anyways, as I feel these pushes to make it a combat choice for most druids are missing the very obvious action economy problems. </p><p></p><p>2) Yes? I don't see how being on top of existing spells... really matters. You could have a use that let you deal 2d8 poison melee damage and just because you get that in addition to spells doesn't make it a good ability. My point was to compare it to similar options. And it is worse than all of them, by a significant margin. If you immediately bump your wisdom to 18 at level 4, you are spending most of your time with 4d4 or 10 hp for X party members. Even a Cure Wounds cast as a level 1 spell can be equivalent to that for single target, and the more targets you grant the hp to, the less impactful it is. And remember, I'm talking the average, it is entirely possible to roll and heal 6 to the party, which is simply minuscule.</p><p></p><p>Yes, you also get spells. But bards also get spells and can as a reaction heal 1d12 up to 5 times per rest (which is less, but as a reaction can be huge), and clerics get 6d8 healing as an action to a single target, likely getting the same number of uses, and the Paladin has a pool of 100 hp they can distribute throughout the day. All on top of spells </p><p></p><p>1) I agree that it being a pool can be incredibly powerful. I like the idea of Druids doing pool based healing while Clerics do more powerful, targeted healing. That is a good difference. The problem is that if you have four level 5 characters, and two of them are critically injured, they are only going to get back 5 hp from this ability. A 5th level fighter likely has about 50 hp, for them to be critically injured they are likely at 10 hp or so. And you can essentially use your entire action to heal them 5 pts? That doesn't actually make them NOT critically injured, they are still in a very dire situation. Heck, giving them the full 10 hp would be better, but leave the other ally worse off. </p><p></p><p>Now, your version is "better" but if you spent all your feats on reaching 20 wisdom by level 11, and you take you change to d6's, you are still only using your action to heal 17, which split between two allies is about 8 health each. At 11th level the Fighter likely has 110 hp. You aren't even healing them a tenth of their health, which isn't going to help if they have an enemy who can dish out the expected 50 to 70 damage a round of a CR 11 monster. </p><p></p><p>I agree, being able to choose how you heal is great, but it still needs to be enough health to make a difference to be worth your action, instead of doing something else to end the fight sooner.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8950178, member: 6801228"] 3) But if you aren't combat shifting, which most druids won't, then you won't be doing both with the same action. I want to make shifting less of a combat focus anyways, as I feel these pushes to make it a combat choice for most druids are missing the very obvious action economy problems. 2) Yes? I don't see how being on top of existing spells... really matters. You could have a use that let you deal 2d8 poison melee damage and just because you get that in addition to spells doesn't make it a good ability. My point was to compare it to similar options. And it is worse than all of them, by a significant margin. If you immediately bump your wisdom to 18 at level 4, you are spending most of your time with 4d4 or 10 hp for X party members. Even a Cure Wounds cast as a level 1 spell can be equivalent to that for single target, and the more targets you grant the hp to, the less impactful it is. And remember, I'm talking the average, it is entirely possible to roll and heal 6 to the party, which is simply minuscule. Yes, you also get spells. But bards also get spells and can as a reaction heal 1d12 up to 5 times per rest (which is less, but as a reaction can be huge), and clerics get 6d8 healing as an action to a single target, likely getting the same number of uses, and the Paladin has a pool of 100 hp they can distribute throughout the day. All on top of spells 1) I agree that it being a pool can be incredibly powerful. I like the idea of Druids doing pool based healing while Clerics do more powerful, targeted healing. That is a good difference. The problem is that if you have four level 5 characters, and two of them are critically injured, they are only going to get back 5 hp from this ability. A 5th level fighter likely has about 50 hp, for them to be critically injured they are likely at 10 hp or so. And you can essentially use your entire action to heal them 5 pts? That doesn't actually make them NOT critically injured, they are still in a very dire situation. Heck, giving them the full 10 hp would be better, but leave the other ally worse off. Now, your version is "better" but if you spent all your feats on reaching 20 wisdom by level 11, and you take you change to d6's, you are still only using your action to heal 17, which split between two allies is about 8 health each. At 11th level the Fighter likely has 110 hp. You aren't even healing them a tenth of their health, which isn't going to help if they have an enemy who can dish out the expected 50 to 70 damage a round of a CR 11 monster. I agree, being able to choose how you heal is great, but it still needs to be enough health to make a difference to be worth your action, instead of doing something else to end the fight sooner. [/QUOTE]
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How should Healing Blossoms and Wild Companion be improved, if they were alternatives to Wildshape?
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