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General Tabletop Discussion
*Dungeons & Dragons
No Support healer type setting.
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<blockquote data-quote="Joe Liker" data-source="post: 6495988" data-attributes="member: 6777505"><p>Seems to me, if you want a game without healers, all you have to do is remove the spells that restore hit points. Bards, druids, rangers, paladins, and even clerics can all function quite well without being able to heal. I think you'd be doing your players (and the genre) a disservice by removing entire classes when it's only a very small subset of spells you take issue with.</p><p></p><p>To me, the whole point of such a setting is that it <em>is</em> more dangerous and deadly than normal D&D, so I would hesitate to let everyone use Second Wind. Are you against healing potions? Because as long as you have those available, the Second Wind option is completely unnecessary. (It also gives the party something to spend money on!)</p><p></p><p>As for resting, a reasonably fast pace is also important. Instead of having shorter short rests, however, which would alter class balance too much for my taste, you could divorce the spending of Hit Dice from short rests. Just say it only takes 5 minutes of downtime to spend Hit Dice, but all other benefits of a short rest still require an hour. That way balance is preserved, but self-healing is not a huge burden.</p></blockquote><p></p>
[QUOTE="Joe Liker, post: 6495988, member: 6777505"] Seems to me, if you want a game without healers, all you have to do is remove the spells that restore hit points. Bards, druids, rangers, paladins, and even clerics can all function quite well without being able to heal. I think you'd be doing your players (and the genre) a disservice by removing entire classes when it's only a very small subset of spells you take issue with. To me, the whole point of such a setting is that it [I]is[/I] more dangerous and deadly than normal D&D, so I would hesitate to let everyone use Second Wind. Are you against healing potions? Because as long as you have those available, the Second Wind option is completely unnecessary. (It also gives the party something to spend money on!) As for resting, a reasonably fast pace is also important. Instead of having shorter short rests, however, which would alter class balance too much for my taste, you could divorce the spending of Hit Dice from short rests. Just say it only takes 5 minutes of downtime to spend Hit Dice, but all other benefits of a short rest still require an hour. That way balance is preserved, but self-healing is not a huge burden. [/QUOTE]
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