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General Tabletop Discussion
*Pathfinder & Starfinder
Is the cleric's "Channeling" ability a mistake?
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<blockquote data-quote="Wik" data-source="post: 5964480" data-attributes="member: 40177"><p>The best part about Channeling is its use outside of combat. In our game, the cleric heals 2d6 to the group at the end of every fight - they're called "greatswords of healing", because we're odd like that.</p><p></p><p>End result? The party gets to face more encounters (yay for no 15 minute adventuring day!) and the cleric can use his spells and actions for more interesting things during combat. The ability is rarely used in combat, unless the group is fighting undead... and when fighting undead, it works better than Turn Undead, because it isn't an auto save sort of thing. Turn Undead kind of sucks, because it just makes a few undead not fight for a bit... it's a "divide and conquer" sort of thing that is used against monsters you can probably beat anyway. </p><p></p><p>As for selective channeling - it comes down to the way your combats run. I've been running a wilderness-style game, which means that fights are often a bit more spread out. Using Channeling tends to encourage PCs to group together, putting them into perfect fireball position. As a result, the cleric that needs to heal fellow party members in a fight relies on single-target cures and then uses channeling after the fight to heal up the smaller cuts.</p></blockquote><p></p>
[QUOTE="Wik, post: 5964480, member: 40177"] The best part about Channeling is its use outside of combat. In our game, the cleric heals 2d6 to the group at the end of every fight - they're called "greatswords of healing", because we're odd like that. End result? The party gets to face more encounters (yay for no 15 minute adventuring day!) and the cleric can use his spells and actions for more interesting things during combat. The ability is rarely used in combat, unless the group is fighting undead... and when fighting undead, it works better than Turn Undead, because it isn't an auto save sort of thing. Turn Undead kind of sucks, because it just makes a few undead not fight for a bit... it's a "divide and conquer" sort of thing that is used against monsters you can probably beat anyway. As for selective channeling - it comes down to the way your combats run. I've been running a wilderness-style game, which means that fights are often a bit more spread out. Using Channeling tends to encourage PCs to group together, putting them into perfect fireball position. As a result, the cleric that needs to heal fellow party members in a fight relies on single-target cures and then uses channeling after the fight to heal up the smaller cuts. [/QUOTE]
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Is the cleric's "Channeling" ability a mistake?
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