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General Tabletop Discussion
*Pathfinder & Starfinder
Is the cleric's "Channeling" ability a mistake?
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<blockquote data-quote="N'raac" data-source="post: 5964136" data-attributes="member: 6681948"><p>Let's look to the criticisms:</p><p> </p><p>- it doesn't heal enough. No? As pointed out above, it averages 17.5 per party member, henchman, animal companion, Paladin's warhorse, familiar, etc. With four wounded allies, that's 70 points healed with a single action. Fact is, healing in combat is typically a sub-optimal approach to winning the combat, then healing. This doesn't alter that result.</p><p> </p><p>- it needs selective. Only if you plan on healing in combat, and even then you can move around to best target the area. As indicated above, healing in combat is generally suboptimal.</p><p> </p><p>- bring back Turn Undead. Yeah, because that was so universally useful. The ability to heal your allies and injure the undead opponents as a single action makes channelling even better against Undead. Note how many 3e/3.5e feats were created to give Undead Turing attempts something to do when you weren't up against the Undead. Now, you can actually focus on other aspects of these characters and not feel you have a wasted character ability if you're not playing a Zombie Apocalypse game. Divine Feats, IMO, wre much more essential than feats to enhance Chanel Energy. The latter give more choices. The former were needed to make a very situational ability useful more frequently. [I loved the one that allowd spontaneous use of domain spells myself.]</p></blockquote><p></p>
[QUOTE="N'raac, post: 5964136, member: 6681948"] Let's look to the criticisms: - it doesn't heal enough. No? As pointed out above, it averages 17.5 per party member, henchman, animal companion, Paladin's warhorse, familiar, etc. With four wounded allies, that's 70 points healed with a single action. Fact is, healing in combat is typically a sub-optimal approach to winning the combat, then healing. This doesn't alter that result. - it needs selective. Only if you plan on healing in combat, and even then you can move around to best target the area. As indicated above, healing in combat is generally suboptimal. - bring back Turn Undead. Yeah, because that was so universally useful. The ability to heal your allies and injure the undead opponents as a single action makes channelling even better against Undead. Note how many 3e/3.5e feats were created to give Undead Turing attempts something to do when you weren't up against the Undead. Now, you can actually focus on other aspects of these characters and not feel you have a wasted character ability if you're not playing a Zombie Apocalypse game. Divine Feats, IMO, wre much more essential than feats to enhance Chanel Energy. The latter give more choices. The former were needed to make a very situational ability useful more frequently. [I loved the one that allowd spontaneous use of domain spells myself.] [/QUOTE]
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Is the cleric's "Channeling" ability a mistake?
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