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General Tabletop Discussion
*Dungeons & Dragons
Is the Healer Feat Broken?
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<blockquote data-quote="FrogReaver" data-source="post: 7995770" data-attributes="member: 6795602"><p>There are a few circumstances that the Healer feat (especially as a bonus action) is really good.</p><p></p><p>1. Your DM runs very lengthy adventuring days without many options for resting</p><p>2. The DM likes to provide major setbacks/obstacles when you rest without completing a missions.</p><p></p><p>Outside of those 2 scenarios one main benefit Is that it allows your casters to save spell slots: Using a healer's kit to whack-a-mole heal someone back up saves resources your casters can turn toward offense. This becomes less important over time, as level 1 spell slots tend to become less effective as casters gain levels (a few notable exceptions exist though). Also, using it for out of combat healing in leiu of spellslots also alows casters to provide more offensive punch in encounters.</p><p></p><p>I think for the typical game the feat may not actually have that much impact on outcomes as the situations it will really help the most just don't come up that often. However, that can be said about most abilities. I think even at level 4+ the party will feel like the ability is very impactful even if it never actually saves their lives.</p><p></p><p>One thing I try to consider these days is: The party has X offensive capability, X healing capability, X Control Ability, etc. Typically, even a high focus on offensive optimization by a single character won't change the parties offensive capabilities that much. However, given that usually only 1-2 characters have any healing capability and even then it's fairly low - any buff to healing capability greatly increases the parties healing capabilities. Thus, I would lean toward enhancing the aspects of the party that you can relatively enhance the most as typically being more impactful.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7995770, member: 6795602"] There are a few circumstances that the Healer feat (especially as a bonus action) is really good. 1. Your DM runs very lengthy adventuring days without many options for resting 2. The DM likes to provide major setbacks/obstacles when you rest without completing a missions. Outside of those 2 scenarios one main benefit Is that it allows your casters to save spell slots: Using a healer's kit to whack-a-mole heal someone back up saves resources your casters can turn toward offense. This becomes less important over time, as level 1 spell slots tend to become less effective as casters gain levels (a few notable exceptions exist though). Also, using it for out of combat healing in leiu of spellslots also alows casters to provide more offensive punch in encounters. I think for the typical game the feat may not actually have that much impact on outcomes as the situations it will really help the most just don't come up that often. However, that can be said about most abilities. I think even at level 4+ the party will feel like the ability is very impactful even if it never actually saves their lives. One thing I try to consider these days is: The party has X offensive capability, X healing capability, X Control Ability, etc. Typically, even a high focus on offensive optimization by a single character won't change the parties offensive capabilities that much. However, given that usually only 1-2 characters have any healing capability and even then it's fairly low - any buff to healing capability greatly increases the parties healing capabilities. Thus, I would lean toward enhancing the aspects of the party that you can relatively enhance the most as typically being more impactful. [/QUOTE]
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Is the Healer Feat Broken?
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