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Mundane Healing
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<blockquote data-quote="I'm A Banana" data-source="post: 6384437" data-attributes="member: 2067"><p>I've been looking at this since it's a topic pretty near and dear to my own heart...</p><p></p><ul> <li data-xf-list-type="ul"> "An ounce of prevention is worth a pound of cure." Bounded accuracy means a high AC is always valuable. Everyone can take the Dodge action (and this would be a good idea for the person who ran up to the front lines of combat!). Do NOT overlook your defenses. </li> <li data-xf-list-type="ul"> Rests mostly do fine for in-between encounters. A rest is no joke, but it's not typically hard to get if you do some thinkin' about it. It's not automatic, but it's reasonable if you try. </li> <li data-xf-list-type="ul"> Proficiency with an Herbalism kit will allow you to make <em>Potions of Healing</em>. These are not bad, at least at low levels, at bringing someone back into the fight. They'll solve your temporary action economy problem when a PC goes down quite nicely. Higher levels might demand more powerful magic items. </li> <li data-xf-list-type="ul"> Healer's kit. Not great. Stops someone from dying.</li> <li data-xf-list-type="ul"> Feats might include Healer, but also Inspiring Leader, Lucky, Durable, and Toughness (for that "ounce of prevention"). Magic Initiate can give you Cure Wounds, and Martial Adept can give you Rally, Parry, and Goading Attack, all of which help a lot with your defenses. </li> </ul><p></p><p>I think the best strategy is to <em>play more defensively</em>. Use cover your allies grant you. Get a high DEX or some armor proficiency. In a pinch, you can drop some potions, but you're much better off avoiding hits in the first place than you are in getting HP's back.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6384437, member: 2067"] I've been looking at this since it's a topic pretty near and dear to my own heart... [LIST] [*] "An ounce of prevention is worth a pound of cure." Bounded accuracy means a high AC is always valuable. Everyone can take the Dodge action (and this would be a good idea for the person who ran up to the front lines of combat!). Do NOT overlook your defenses. [*] Rests mostly do fine for in-between encounters. A rest is no joke, but it's not typically hard to get if you do some thinkin' about it. It's not automatic, but it's reasonable if you try. [*] Proficiency with an Herbalism kit will allow you to make [I]Potions of Healing[/I]. These are not bad, at least at low levels, at bringing someone back into the fight. They'll solve your temporary action economy problem when a PC goes down quite nicely. Higher levels might demand more powerful magic items. [*] Healer's kit. Not great. Stops someone from dying. [*] Feats might include Healer, but also Inspiring Leader, Lucky, Durable, and Toughness (for that "ounce of prevention"). Magic Initiate can give you Cure Wounds, and Martial Adept can give you Rally, Parry, and Goading Attack, all of which help a lot with your defenses. [/LIST] I think the best strategy is to [I]play more defensively[/i]. Use cover your allies grant you. Get a high DEX or some armor proficiency. In a pinch, you can drop some potions, but you're much better off avoiding hits in the first place than you are in getting HP's back. [/QUOTE]
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