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My support for healer classes
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<blockquote data-quote="GM Dave" data-source="post: 5802145" data-attributes="member: 6687992"><p>I think the trouble that people are discussing is based in something Monte discussed in his Legends & Lore column.</p><p></p><p>He discussed the idea that (at that time not announced 5e) it would make for faster play if they got rid of the Minor/Move/Standard action of 4e and Move/Standard action of 3e.</p><p></p><p>On your turn, you could move or take an action in the (then) future game.</p><p></p><p>This is a big break from some of the latest thinking where healing was combined in other actions and classes other than cleric could do some healing.</p><p></p><p>In 4e it is often possible for a character to use an action that hits the monster and provides Temporary HP or allows the usage of a Healing Surge. There are also many utility powers that allow healing as a minor action or move action. All players have the option of a Second Wind as an action to give themselves some healing.</p><p></p><p>This does a few things.</p><p></p><p>1> Every player having access to some healing powers means the cleric is not the only class that is solely responsible for healing (ie someone has to be a cleric or the group and play suffers from running out of hp too quickly)</p><p></p><p>2> Every player having access to some healing means players can choose to build their characters more self sufficiently if they wish or more aggressively by not choosing those healing powers.</p><p></p><p>3> By making healing often a by product of another action then the cleric gets to do something 'interesting' and still provide the healing. They can even switch between some healing (using a minor or move action with a healing component) to a full onslaught of healing using each of their different types of actions to provide a different style of healing to a different person.</p><p></p><p>4> Locked into a move or action turn order means that often if you are not standing right beside the cleric when you are hurt then it will be a minimum of two rounds usually before you get back in the game. One round for the cleric to get next to you and one round to heal you (it could be three rounds of turns you miss as a result of the initiative order). Even if the cleric was not needed to 'heal' on a turn they are spending their turn running to the next player that needs healing. Instead of 'adventuring' you are playing 'bandage tag'.</p><p></p><p>5> If you are going to end up playing 'bandage tag' many clerics end up just swinging because the player that went down will only lose a few hp usually before the battle is over and then they will have the time to do healing without having the combat rounds get in the way. The result is that if you get hurt then you have to spend the rest of the combat sitting around waiting for the combat to end rather then getting the opportunity to get up and back in the game to help with last minute finishing blow.</p></blockquote><p></p>
[QUOTE="GM Dave, post: 5802145, member: 6687992"] I think the trouble that people are discussing is based in something Monte discussed in his Legends & Lore column. He discussed the idea that (at that time not announced 5e) it would make for faster play if they got rid of the Minor/Move/Standard action of 4e and Move/Standard action of 3e. On your turn, you could move or take an action in the (then) future game. This is a big break from some of the latest thinking where healing was combined in other actions and classes other than cleric could do some healing. In 4e it is often possible for a character to use an action that hits the monster and provides Temporary HP or allows the usage of a Healing Surge. There are also many utility powers that allow healing as a minor action or move action. All players have the option of a Second Wind as an action to give themselves some healing. This does a few things. 1> Every player having access to some healing powers means the cleric is not the only class that is solely responsible for healing (ie someone has to be a cleric or the group and play suffers from running out of hp too quickly) 2> Every player having access to some healing means players can choose to build their characters more self sufficiently if they wish or more aggressively by not choosing those healing powers. 3> By making healing often a by product of another action then the cleric gets to do something 'interesting' and still provide the healing. They can even switch between some healing (using a minor or move action with a healing component) to a full onslaught of healing using each of their different types of actions to provide a different style of healing to a different person. 4> Locked into a move or action turn order means that often if you are not standing right beside the cleric when you are hurt then it will be a minimum of two rounds usually before you get back in the game. One round for the cleric to get next to you and one round to heal you (it could be three rounds of turns you miss as a result of the initiative order). Even if the cleric was not needed to 'heal' on a turn they are spending their turn running to the next player that needs healing. Instead of 'adventuring' you are playing 'bandage tag'. 5> If you are going to end up playing 'bandage tag' many clerics end up just swinging because the player that went down will only lose a few hp usually before the battle is over and then they will have the time to do healing without having the combat rounds get in the way. The result is that if you get hurt then you have to spend the rest of the combat sitting around waiting for the combat to end rather then getting the opportunity to get up and back in the game to help with last minute finishing blow. [/QUOTE]
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