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I'm a Fighter, not a Lover: Why the 1e Fighter was so Awesome
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<blockquote data-quote="James Gasik" data-source="post: 9750427" data-attributes="member: 6877472"><p>So as an experiment, I introduced an item into my 5e game somewhat based on the 3.5 Belt of Healing- the main difference being that the wearer can spend an action to spend one of it's 3 charges (regained after a short rest) to spend 1, 2, or 3 healing surges for healing.</p><p></p><p>To my amusement, much like drinking healing potions as an action, nobody seemed to excited about it (granted, it requires attunement, so that no doubt had something to do with it). Why? Because nobody wants to spend their precious actions on healing if they can get someone else to do it, letting them "do the thing" each turn without restraint!</p><p></p><p>I think this pretty much explains the issue with the game needing a healing class- everyone else gets to be cool and do the thing they built their character to do, and some other person gets to keep an eye on everyone's hit points. And most of the fun toys developers give to classes like the Cleric to get people to want them to play said class tends to make them want to do anything but heal- why should I cast Aid and Cure Wounds when I can wade into a group of enemies with Spirit Guardians? After all, dead enemies cannot deal damage (insert Starship Troopers meme here)!*</p><p></p><p>*Yeah, I'm using 5e as an example, but you can look at the Mythos Priests in 2e for similar results- worse, some of those Priests couldn't even cast healing spells, which completely boggles the mind! So to get you to play a Priest, God X gives you all the powers of another class, but doesn't let you cast healing spells...yeah, that's going to be so useful, lol.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9750427, member: 6877472"] So as an experiment, I introduced an item into my 5e game somewhat based on the 3.5 Belt of Healing- the main difference being that the wearer can spend an action to spend one of it's 3 charges (regained after a short rest) to spend 1, 2, or 3 healing surges for healing. To my amusement, much like drinking healing potions as an action, nobody seemed to excited about it (granted, it requires attunement, so that no doubt had something to do with it). Why? Because nobody wants to spend their precious actions on healing if they can get someone else to do it, letting them "do the thing" each turn without restraint! I think this pretty much explains the issue with the game needing a healing class- everyone else gets to be cool and do the thing they built their character to do, and some other person gets to keep an eye on everyone's hit points. And most of the fun toys developers give to classes like the Cleric to get people to want them to play said class tends to make them want to do anything but heal- why should I cast Aid and Cure Wounds when I can wade into a group of enemies with Spirit Guardians? After all, dead enemies cannot deal damage (insert Starship Troopers meme here)!* *Yeah, I'm using 5e as an example, but you can look at the Mythos Priests in 2e for similar results- worse, some of those Priests couldn't even cast healing spells, which completely boggles the mind! So to get you to play a Priest, God X gives you all the powers of another class, but doesn't let you cast healing spells...yeah, that's going to be so useful, lol. [/QUOTE]
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I'm a Fighter, not a Lover: Why the 1e Fighter was so Awesome
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