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General Tabletop Discussion
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Is the Healer Feat Broken?
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<blockquote data-quote="Ancalagon" data-source="post: 7994937" data-attributes="member: 23"><p>So - I have real play experience on this: a Near 2 year campaign, level 2 to level 8, 1 session per 2 weeks, 3 hours, Yoon-Suin setting with 5e.</p><p></p><p>One player agreed to play cleric, but <em>insisted</em> that she would not be the only party healer. So one guy took a paladin (and played him like a healing gish) and the other a warlock (human) with the healer feat (the only feat I allowed in the game until level 8). The fourth player was initially a Barbarian but at level 4 dropped out and we gained a open hand monk (so some self-healing powers).</p><p></p><p>I had some "one encounter" days but during the "real" adventuring days encounters were about 3-5 a day, one or 2 short rests a day. The Paladin was a bit OP but increasing the pace took him down a notch.</p><p></p><p>I reduced natural healing: Sleeping restored Hit Dice as normal, but not the hitpoint themselves (you want to heal you have to spent hit dice).</p><p></p><p>The party had <em>TONS</em> of healing. It almost never was an issue - I mean they got hurt and had to heal a lot, but they were able to do it. </p><p></p><p>The warlock's healing feat was never "enough", but it was always the #1 go-to solution. For lightly injured PCs it was amply sufficient. However, medium or heavily injured PCs needed to spend hitdice or use magic. But by being almost constantly available, it really contributed a lot.</p><p></p><p>Despite the paladin's player changing to a fae warlock/battlemaster and gaining a 5th character with no healing watsoever, the party was still able to manage under pressure. The cleric had to cast a little bit more healing magic but still had a lot of non-healing magic to offer and use as needed. </p><p></p><p>So yes, the healing feat is very good, but it does cost a feat, and the warlock's stats were a bit subpar because of that, and it's never "enough" at mid-high levels.</p></blockquote><p></p>
[QUOTE="Ancalagon, post: 7994937, member: 23"] So - I have real play experience on this: a Near 2 year campaign, level 2 to level 8, 1 session per 2 weeks, 3 hours, Yoon-Suin setting with 5e. One player agreed to play cleric, but [I]insisted[/I] that she would not be the only party healer. So one guy took a paladin (and played him like a healing gish) and the other a warlock (human) with the healer feat (the only feat I allowed in the game until level 8). The fourth player was initially a Barbarian but at level 4 dropped out and we gained a open hand monk (so some self-healing powers). I had some "one encounter" days but during the "real" adventuring days encounters were about 3-5 a day, one or 2 short rests a day. The Paladin was a bit OP but increasing the pace took him down a notch. I reduced natural healing: Sleeping restored Hit Dice as normal, but not the hitpoint themselves (you want to heal you have to spent hit dice). The party had [I]TONS[/I] of healing. It almost never was an issue - I mean they got hurt and had to heal a lot, but they were able to do it. The warlock's healing feat was never "enough", but it was always the #1 go-to solution. For lightly injured PCs it was amply sufficient. However, medium or heavily injured PCs needed to spend hitdice or use magic. But by being almost constantly available, it really contributed a lot. Despite the paladin's player changing to a fae warlock/battlemaster and gaining a 5th character with no healing watsoever, the party was still able to manage under pressure. The cleric had to cast a little bit more healing magic but still had a lot of non-healing magic to offer and use as needed. So yes, the healing feat is very good, but it does cost a feat, and the warlock's stats were a bit subpar because of that, and it's never "enough" at mid-high levels. [/QUOTE]
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