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Low Level Wizards Really Do Suck in 5E
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<blockquote data-quote="keterys" data-source="post: 6593721" data-attributes="member: 43019"><p>One cure wounds from a cleric who is primarily hiding to keep bless going, while fighting a super deadly encounter? Sure, sounds different from normal play, which is why I caveated that it could happen, but was unlikely. </p><p></p><p>That said, you're actually backing up the theory that offense trumps, still. The bless is probably more important than the cure, and the cure is only one of his many actions in a major battle. That could have likely been accomplished with a healing potion, and it's entirely possible for the DM to make the cleric having to get into touch range for that cure far more costly than the couple of points of difference (2 or 4 depending on the spell level). </p><p></p><p>I'll say, against monsters that do real damage, like those hill giants on war mammoths, a good berry is just as effective as a cure wounds, and 10+ times as efficient.</p><p></p><p>This is absolutely true. Mind you, cure wounds falls behind to Prayer of Healing, since it sounds like your bigger concern is total healed per slot. Mass cure and heal are, indeed, very different beasts than cure wounds.</p><p></p><p>Why does your cleric not have a spare spell known? Honestly, in the games I've run, having cure wounds over healing word would get someone killed more often than the hit point difference, because of the range. That's so critical. </p><p></p><p>If you replaced your cleric with a sharpshooter and bought a few potions, you'd probably see pretty similar results. Especially at the number of enemies you're talking about, since keeping someone up when healed from down is tremendously difficult, and you're already worried about your casters being exposed to combat.</p><p></p><p>Either way, an invisible imp still does wonders for giving out a heal, and might be less danger for your cleric <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Makes sense. We had a similar problem, though found that just adding tons of enemies didn't really save things. The group that cared more started playing 13th Age more instead, and the other just toned itself down a little.</p></blockquote><p></p>
[QUOTE="keterys, post: 6593721, member: 43019"] One cure wounds from a cleric who is primarily hiding to keep bless going, while fighting a super deadly encounter? Sure, sounds different from normal play, which is why I caveated that it could happen, but was unlikely. That said, you're actually backing up the theory that offense trumps, still. The bless is probably more important than the cure, and the cure is only one of his many actions in a major battle. That could have likely been accomplished with a healing potion, and it's entirely possible for the DM to make the cleric having to get into touch range for that cure far more costly than the couple of points of difference (2 or 4 depending on the spell level). I'll say, against monsters that do real damage, like those hill giants on war mammoths, a good berry is just as effective as a cure wounds, and 10+ times as efficient. This is absolutely true. Mind you, cure wounds falls behind to Prayer of Healing, since it sounds like your bigger concern is total healed per slot. Mass cure and heal are, indeed, very different beasts than cure wounds. Why does your cleric not have a spare spell known? Honestly, in the games I've run, having cure wounds over healing word would get someone killed more often than the hit point difference, because of the range. That's so critical. If you replaced your cleric with a sharpshooter and bought a few potions, you'd probably see pretty similar results. Especially at the number of enemies you're talking about, since keeping someone up when healed from down is tremendously difficult, and you're already worried about your casters being exposed to combat. Either way, an invisible imp still does wonders for giving out a heal, and might be less danger for your cleric :) Makes sense. We had a similar problem, though found that just adding tons of enemies didn't really save things. The group that cared more started playing 13th Age more instead, and the other just toned itself down a little. [/QUOTE]
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