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My D&D Next Experience at DDXP
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<blockquote data-quote="Ainamacar" data-source="post: 5801007" data-attributes="member: 70709"><p>That certainly could work as well. I see the healbot issue as one of supply and demand. One can carefully limit the supply (as you suggest) to prevent the healbot effect. This doesn't actually reduce demand, but it does make badgering the cleric for healing every round pointless. I, however, also think it's sufficient to lessen the relative demand on the cleric by making sure other classes have healing abilities, so even if the cleric has increased supply from spontaneous casting or spell preparation there is less pressure to use it any given round. Both approaches have implications for other parts of the game, of course, and aren't mutually exclusive. 4e both spreads healing around and put pretty firm limits on it.</p><p></p><p>My primary goal for clerics and priests (besides basic mechanical competence) is robust customization based on deity, so it is natural for me to try and address healing issues in that same mold. My suggestion may be more complex, but the goal is quite a bit larger than just letting the player customize their healing capabilities. I also admit a preference toward pre-4e spells, so the notion of cure as not-a-spell is a little unsatisfying to me despite its practicality.</p><p></p><p>In any case, that some solution is implemented is more important to me than its details. We'll see what the playtest brings!</p></blockquote><p></p>
[QUOTE="Ainamacar, post: 5801007, member: 70709"] That certainly could work as well. I see the healbot issue as one of supply and demand. One can carefully limit the supply (as you suggest) to prevent the healbot effect. This doesn't actually reduce demand, but it does make badgering the cleric for healing every round pointless. I, however, also think it's sufficient to lessen the relative demand on the cleric by making sure other classes have healing abilities, so even if the cleric has increased supply from spontaneous casting or spell preparation there is less pressure to use it any given round. Both approaches have implications for other parts of the game, of course, and aren't mutually exclusive. 4e both spreads healing around and put pretty firm limits on it. My primary goal for clerics and priests (besides basic mechanical competence) is robust customization based on deity, so it is natural for me to try and address healing issues in that same mold. My suggestion may be more complex, but the goal is quite a bit larger than just letting the player customize their healing capabilities. I also admit a preference toward pre-4e spells, so the notion of cure as not-a-spell is a little unsatisfying to me despite its practicality. In any case, that some solution is implemented is more important to me than its details. We'll see what the playtest brings! [/QUOTE]
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