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Late to the D&D 4E Bandwagon - First Impressions
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<blockquote data-quote="Neonchameleon" data-source="post: 6073926" data-attributes="member: 87792"><p>Let's look at this supposed heroism a second.</p><p></p><p></p><p></p><p>Perversely this is now done by non-healers to trigger peoples second winds. (Normally the party healer's). In other words the times to shine are still there - and IME it's far more common in 4e than previous editions.</p><p></p><p></p><p></p><p>Hint: <em>You never were</em>. In 1e, there was no Cure Moderate Wounds and <a href="http://pandaria.rpgworlds.info/cant/rules/adnd_spells.htm" target="_blank">Cure Serious Wounds was a <em>4th level spell</em>.</a> In 3.X the Healer was a <em>Tier 5</em> class. And being a dedicated healer as a cleric was taking the class and cripling it. In oD&D, of course, Clerics needed to wait until level 2 before getting any spells.</p><p></p><p></p><p></p><p>No. You're a leader and coordinator who helps the party kill stuff - while possibly keeping your hands clean - but not very if you are healing them in the middle of combat.</p><p></p><p>And the 4e healer can actually healbot - he never runs out of Astral Seal.</p><p></p><p></p><p></p><p>You mean that out of combat the party heals through a Wand of Cure Light Wounds or Wand of Lesser Vigor (often backed by a Healer's Belt) and your job is to wave the healing stick? Out of combat healing only needs a class to do it in <em>AD&D</em> where the Cleric was mostly a fighter who could heal and definitely couldn't healbot.</p><p></p><p>And all I can say about the change is that it is hugely positive to the group dynamic - no one is forced to play the healer in order to keep going. If someone wants to play a healer they can - but that is their personal choice.</p><p></p><p></p><p></p><p>I'm sorry. Are we talking about the AD&D battle line fighter who could heal a bit, the 3.X healbot that was doing the out of combat job of some fairly cheap items (Wand of Lesser Vigor, Healer's Belt - 750Gp each). Or are we talking about the actually useful healer with an unlimited reserve of Astral Seal, some pretty useful debuffs to use that don't get in the way of healing by taking spell slots.</p><p></p><p></p><p></p><p>That's precisely what healbots have always done. If you can heal fast enough to mitigate the incoming damage you are seriously slowing the fight down. If you can't and would be better off doing damage and then healing the pieces most of the time, you're not a healbot.</p><p></p><p></p><p></p><p>The Pacifist Healer/Healbot has always been a disruptive character in a game that started as a game about killing things and taking their stuff. No less so in 3.X than 4e.</p><p></p><p>The combat-medic on the other hand (which is what the AD&D cleric was when it came to healing) is alive and kicking in 4e.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6073926, member: 87792"] Let's look at this supposed heroism a second. Perversely this is now done by non-healers to trigger peoples second winds. (Normally the party healer's). In other words the times to shine are still there - and IME it's far more common in 4e than previous editions. Hint: [I]You never were[/I]. In 1e, there was no Cure Moderate Wounds and [URL="http://pandaria.rpgworlds.info/cant/rules/adnd_spells.htm"]Cure Serious Wounds was a [I]4th level spell[/I].[/URL] In 3.X the Healer was a [I]Tier 5[/I] class. And being a dedicated healer as a cleric was taking the class and cripling it. In oD&D, of course, Clerics needed to wait until level 2 before getting any spells. No. You're a leader and coordinator who helps the party kill stuff - while possibly keeping your hands clean - but not very if you are healing them in the middle of combat. And the 4e healer can actually healbot - he never runs out of Astral Seal. You mean that out of combat the party heals through a Wand of Cure Light Wounds or Wand of Lesser Vigor (often backed by a Healer's Belt) and your job is to wave the healing stick? Out of combat healing only needs a class to do it in [I]AD&D[/I] where the Cleric was mostly a fighter who could heal and definitely couldn't healbot. And all I can say about the change is that it is hugely positive to the group dynamic - no one is forced to play the healer in order to keep going. If someone wants to play a healer they can - but that is their personal choice. I'm sorry. Are we talking about the AD&D battle line fighter who could heal a bit, the 3.X healbot that was doing the out of combat job of some fairly cheap items (Wand of Lesser Vigor, Healer's Belt - 750Gp each). Or are we talking about the actually useful healer with an unlimited reserve of Astral Seal, some pretty useful debuffs to use that don't get in the way of healing by taking spell slots. That's precisely what healbots have always done. If you can heal fast enough to mitigate the incoming damage you are seriously slowing the fight down. If you can't and would be better off doing damage and then healing the pieces most of the time, you're not a healbot. The Pacifist Healer/Healbot has always been a disruptive character in a game that started as a game about killing things and taking their stuff. No less so in 3.X than 4e. The combat-medic on the other hand (which is what the AD&D cleric was when it came to healing) is alive and kicking in 4e. [/QUOTE]
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