tylermalan
First Post
Alright, so, if I do end up running a "normal" game, is there anything that I should watch out for regarding channeling or healing in general that might be different from 3.5?
Alright, so, if I do end up running a "normal" game, is there anything that I should watch out for regarding channeling or healing in general that might be different from 3.5?
Is it too unfair if the badguys have healers to? Why are all the encounters stacked so far in the PC's favor?Well besides wanting to not kill thme and end the game.
Again, I have no problem with the rule as it is. I have had problems with the mechanic in practice and I seek to remedy that in future games.
I suppose I understand your personal opinion regarding burst healing being a violation of what you prefer in your campaigns, but I feel compelled to point out a couple of things.
Right you are, I rarely reached the end of my spellcasting as a cleric in 3.5 with the exception of low leveled (or low powered) games. The healing burst I would say more than off sets this issue, at least from what I have experienced before.One: Clerics cast less spells per day than they did in 3.5 at the lower levels. They max out at 4 slots per day + bonus slots for high Wisdom. I suspect channeling is meant to offset that, so that clerics don't have to spend EVERY spell slot on healing and doing nothing else. Clerics have awfully useful spells beyond just healing.
They don't automatically get heavy armor, they still get medium which means they are a quick feat selection away from heavy. Yes they are more focused on healing, so much so that their secondary ability of turn undead has become a healing burst able to heal everyone with positive energy OR hurt undead. I thought it was a amazingly cool ability when I first saw it in the Core. I always thought turning undead was weak compared to destroying them and that's what their healing burst allows them to do now.Two: Clerics no longer have heavy armor and aren't as great for frontline fighting as in 3.5. PF clerics seem much more focused on healing. It's one of the only things they do especially well ... so lessening that ability will have a significant impact on their usefulness. You may want to offer your cleric players a chance to find another class if you start taking away their powers.
Three: All of the mass "cure" spells work in the same vein, EXCEPT that you get to pick who is affected, AND it doesn't have to be centered on you. So it's actually MORE useful. Do you object to people using mass cure light wounds as well? What do you have them do instead, out of curiosity? In comparison to the mass "cure" spells, channeling has two significant downsides.