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How to play a 3.5 group without a healer?
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<blockquote data-quote="CuRoi" data-source="post: 5450563" data-attributes="member: 98032"><p>Don't get hit? Well, get hit -less-.</p><p> </p><p>Relying on a rogue to UMD is tricky (make sure the rogue has a good Wisdom, which is not often the case). But I definitely second the Cure Light Wand for any ranger/bard/paladin in the group. I'm currently playing in a game with a Bard, a Wizard, a Monk and a Barbarian/Druid. It's still low level and the closest thing we have to a healer is the Druid who doesn't bother with many Cure Lights. We have wands and smart tactics to make up for it.</p><p> </p><p>I mean tactics doesn't negate the need for healing. But most often players sit around and think of ways for their PC to do massive damage. Less often do they think defensively - which by the way comes in very handy when you don't have a dedicated healer. </p><p> </p><p>Select feats that support this, say Combat Expertise in lieu of Power Attack; use group tactics (most players have a lot of trouble with this). Aid another, focusing fire, distracting foes (illusions, charm spells, etc) fighting defensively (I still run into groups that have no clue what that is), invest in at least 5 ranks in Tumble whether it is on your class list or not. </p><p> </p><p>It's really interesting because it requires not only smart players but smart characters : ) Feats like Imp Trip, even Imp Bull Rush come in handy as you use them to control the battle. Use spells to lessen your opponents ability to hit and cause damage - resistances for PCs, enfeeblement, doom, blindness, curses, ability damage, etc. etc.</p><p> </p><p>You can do it with the right group tactics. I firmly believe there is no "required" class/ability/party composition. The only thing you really need are players willing to function with some teamwork, which is tough to find sometimes.</p></blockquote><p></p>
[QUOTE="CuRoi, post: 5450563, member: 98032"] Don't get hit? Well, get hit -less-. Relying on a rogue to UMD is tricky (make sure the rogue has a good Wisdom, which is not often the case). But I definitely second the Cure Light Wand for any ranger/bard/paladin in the group. I'm currently playing in a game with a Bard, a Wizard, a Monk and a Barbarian/Druid. It's still low level and the closest thing we have to a healer is the Druid who doesn't bother with many Cure Lights. We have wands and smart tactics to make up for it. I mean tactics doesn't negate the need for healing. But most often players sit around and think of ways for their PC to do massive damage. Less often do they think defensively - which by the way comes in very handy when you don't have a dedicated healer. Select feats that support this, say Combat Expertise in lieu of Power Attack; use group tactics (most players have a lot of trouble with this). Aid another, focusing fire, distracting foes (illusions, charm spells, etc) fighting defensively (I still run into groups that have no clue what that is), invest in at least 5 ranks in Tumble whether it is on your class list or not. It's really interesting because it requires not only smart players but smart characters : ) Feats like Imp Trip, even Imp Bull Rush come in handy as you use them to control the battle. Use spells to lessen your opponents ability to hit and cause damage - resistances for PCs, enfeeblement, doom, blindness, curses, ability damage, etc. etc. You can do it with the right group tactics. I firmly believe there is no "required" class/ability/party composition. The only thing you really need are players willing to function with some teamwork, which is tough to find sometimes. [/QUOTE]
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