D&D 5E On Healing and Broccoli

Tony Vargas

Legend
I think it would be interesting to have monsters that maybe put a condition on you that makes you hard to heal. Maybe from a crit, or by getting bloodied or some special attacks.
It is, and there are. In 3e, for instance, Clay Golems inflicted wounds that couldn't be magically healed. In 4e, there are monsters with an 'unwholesome aura' that reduces the effect of healing. Similarly, energy drains in 3e reduced your max hps, while in 4e they sucked away the surges you needed for most healing.
 

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WhatGravitas

Explorer
While I can see that in other RPG settings, that doesn't sit well for me in D&D.
I think there's room for some compromise. Clerics should definitely be the best healers in D&D - I just don't think a complete embargo on healing is a good idea. Spreading some healing (at least some self-healing) can ease the load on the cleric. Not to mention that it can make healing interesting in different ways.

Flat-out no frills healing? Cleric. Some vampiric life drain healing? Wizard. Self-buffs with temporary hit points? Fighter. Reducing incoming damage? Rogue.

All serve the niche of healing/damage mitigation, but in different manners that still preserve the niche of clerics being the only "true" healers.
 

Grydan

First Post
Don't you mean making all priests healers isn't a good thing? Healing is pretty central to the cleric class. The other priests you're describing are much like invokers (except for some silly reason WotC decided that invokers aren't supposed to serve a single deity).

No, I'm talking clerics. The term means "member of the clergy". Depending on specific religion, the term can overlap or even be synonymous with priest. The idea that cleric means "armoured priest with healing magic, turn undead, and a taboo against edged weaponry" is a D&Dism which, as I think I've made clear, I feel is an unnecessary one (though I can certainly understand that not everyone agrees with me there).

WotC needs some commonly available class to be the healer. If it's not the cleric, then what? The cleric is a much older class than the warlord, and probably even the bard (neither of whom have flavor text to backup the healing).

Why do they need some commonly available class to be the healer?

We could just as easily shift healing into a Specialty. Then healing is an option for all classes, allowing people who like being the party healer the freedom to play that role without also being shoe-horned into being a specific archetype.

We could make it so that healing is of lower value than it has been in the past (either by making it less powerful or making it required less often), and thus put aside the need for a healer at all, regardless of whether it's a class or a specialty.

Using the current packet's "pick your god archetype" format, we could tweak the formula a bit and say that instead of having followers of "The Lifebringer" automatically having access to the healing spells while others have to choose to prepare them, perhaps only followers of "The Lifebringer" are able to prepare them. Make the domain spells exclusive, in other words. If you want to have divine healing, you must be a follower of the divine healer. (I would be in favour of making the domains a bit more explicitly mix & match than they are now, at the DM level, so that campaign-specific deities are easier to generate. Apollo is the god of healing & the sun in campaign A, while Thor is the god of healing & thunder in campaign B, etc.)

Then again, (and sorry folks, I really did have to go here), we can accept that HP aren't just meat, and that not all restoration of HP is "healing", in which case all clerics, being inspiring sorts, having the ability to restore HP makes some degree of sense after all (but then, so does having bards and warlords and anyone who chooses the right specialty...). Though really, one would think that there would be certain bonuses or penalties to the amount of inspirational HP restoration one could grant another character based upon the compatibility of their religious inclinations. The follower of the god of war is more inspired by the words of the Cleric of the god of war than he is by the the words of the Cleric of the god of sunshine and lollipops, etc.

Or, as Kamikaze Midget has brought up (and I've played around with a bit), we could divorce HP from injury altogether (instead of continuing to pretend that there's any real representation of wounds in HP). Then we can restrict rapid healing of wounds to divine magic, while HP can easily be restored in other ways (not necessarily magical).
 

No, I'm talking clerics. The term means "member of the clergy".

Sorry, I meant the class, not the societal role. I hope we're not talking semantics. The druid class, for instance, bears virtually no resemblance to the "real" druid.

Why do they need some commonly available class to be the healer?

Somehow I don't think a fighter makes a great healer. Or a low-Int rogue.

We could just as easily shift healing into a Specialty. Then healing is an option for all classes, allowing people who like being the party healer the freedom to play that role without also being shoe-horned into being a specific archetype.

That only works if you make healing OP, in the sense that you're giving this incredibly powerful specialty to a certain character. It becomes a bribe, like the 3.x cleric.

We could make it so that healing is of lower value than it has been in the past (either by making it less powerful or making it required less often), and thus put aside the need for a healer at all, regardless of whether it's a class or a specialty.
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1) Healing is a D&Dism, and it's one that's not likely to go away.
2) I don't think it's possible to make it go away. While I always run D&D (except when I ran d20 Modern), I've played in a wide variety of game systems. Lack of healing is one of the worst things you can do to a game. I've seen this crop up in everything from ASoIaF (the non-d20 version) to Warhammer to D&D 2e (without a cleric) to d20 Modern (without someone having Surgery). It sucks when the PCs are too wounded to continue (especially if natural healing takes a long time), and it sucks even worse if only one PC is wounded. You pretty much have to tell them "thanks for playing". (We had a PC in ASoIaF out for a month after taking wounds in battle, and not a single other PC was wounded. That PC was half-dead for being brave and frankly saving the rest of our butts. His reward was being too badly wounded to move, for a week, in bandit-infested mountains.)
3) I don't think D&DN's system of trying to give PCs high hp but low healing will work. Luck will work against the PCs. Eventually someone will be dropped to low hp, or just dropped, and no one can heal them. At least at low levels, because you apparently get a lot of HD at higher levels.

Using the current packet's "pick your god archetype" format, we could tweak the formula a bit and say that instead of having followers of "The Lifebringer" automatically having access to the healing spells while others have to choose to prepare them, perhaps only followers of "The Lifebringer" are able to prepare them. Make the domain spells exclusive, in other words. If you want to have divine healing, you must be a follower of the divine healer. (I would be in favour of making the domains a bit more explicitly mix & match than they are now, at the DM level, so that campaign-specific deities are easier to generate. Apollo is the god of healing & the sun in campaign A, while Thor is the god of healing & thunder in campaign B, etc.)

One reason I didn't like spheres is you couldn't predict what kind of priest you'd get. It didn't work well for game balance. If you're looking to play a priest of Non-Lifebringer, that should be a different class with the same societal role of priest. (I'd say invoker, but WotC has some weird flavor issues with it.) I don't see why they'd have anything in common with a priest of Apollo except divine flavor.
 

pemerton

Legend
Magical healing should heal you based on the power of the magic, not on unlocking your personal reserves
I liked that part of 4E. There was a limit to the amount of magic healing your body could take in a day, unless it was impressive magic, the surgeless kind.
In addition to bbjore's in-fiction account of potions, I regard Healing Word, Majestic Word as - like Inspiring Word - essentially inspiration/spirit-lifting in their effects. It's just that a cleric rouses your spirits by speaking a prayer, and a bard via magic-infused oratory.
 

pemerton

Legend
In the context of a fight it's rarely effective to heal a downed character when you could be attacking the enemy that just felled him.
That depends entirely on the balance of spell resources and action economy.

In 1st ed AD&D it's not worth it, because a revived PC still can't act for a week - so to revive is to squander an action.

In 3E it will be worth it if the revived PC's action is more useful for fighting the enemy than the healer's action would be - unless the healing resource is so precious that it should be saved even at the risk of a TPK (possible, but unlikley).

In 4e it will nearly always be worth it because the action cost of revival is typically a minor action, and the revived PC will then be able to deploy a standard action against the enemy. And I can't think of a situation where, in this sort of circumstance, I would leave a PC down just to conserve a daily healing power (like, say, a "word" gained from muticlass leader).
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
Flat-out no frills healing? Cleric. Some vampiric life drain healing? Wizard.

Just sticking with "magical" healing, I'd be OK with arcane healing that had drawbacks, like the vampiric healing you mention, or perhaps even Psionic Empathy, where the Psionic character heals damage, but at the cost of taking some of that himself.

The stuff that simply heals without major drawbacks should be limited to divinely aided PCs...not that all of their stuff should be free of cost. I always thought that Heal should come with strings- possibly a tithe from the faithful, or a Geas upon the non-believers...
 

Grydan

First Post
Sorry, I meant the class, not the societal role. I hope we're not talking semantics. The druid class, for instance, bears virtually no resemblance to the "real" druid.

Well, the druid class has a hard time resembling the "real" druid, because all information we have in druids is at best second hand (more often third hand or worse) and recorded by foreigners who had a tendency to misinterpret and misrepresent cultures they viewed as more primitive.

But I was meaning both the societal role and the class, as I see no particular reason why the two cannot be combined.

I suppose it is, to a degree, semantics. However, if I can say so without putting words in your mouth, I think you see Clerics as "those followers of the gods who wear heavy armour, use weapons, have healing magic, and can turn undead" with everything else being the stuff that varies both with which god the Cleric follows, and with each individual Cleric's personal taste. Whereas I choose to view Clerics as "those followers of the gods who have been gifted by their chosen gods with the ability to cast spells", with all of the other stuff being variables that should be up to a combination of what's appropriate to the selected god and what's appropriate to that individual Cleric.

4E's clerics could be armoured melee combatants or ranged magic specialists. They could be pacifist healers who never inflicted damage and who specialized in healing, or they could opt to never have any healing ability beyond their automatically bestowed Healing Words. I'm just suggesting going that one step further and saying that Healing Words (or whatever the system-appropriate counterpart is) need not be an automatic. It's something that could be left to choice.

That Invokers as divine magic controllers in light armour were a separate class from Clerics in 4E is a relic of that system's choice to divide classes by combat role (and as a 4E player and DM, I take no issue with that at all). However, Next isn't sorting classes by such roles, and in fact they've said they want such roles to be a matter of choice within the classes. In such a system, there's no particular reason to separate the Invoker out from the Cleric, when it's really just a flavour of the same thing.

They've said that the four core classes are the broadest in terms of the archetypes they cover. While that's certainly true of the fighter, and to an extent true of the Rogue (though occasionally they wander a little too close to making it just the Thief again), if the Cleric is only the armour-clad, mace-wielding, healing magic, turn undead guy, regardless of what in-class options are selected, then I think they've failed to make it sufficiently broad.



Somehow I don't think a fighter makes a great healer. Or a low-Int rogue.
Captain Blood is one the more iconic swashbuckling stories. Swashbucklers are one of the sources of inspiration for D&D, and have had a role in the game from its earliest days (it's even one of the level titles for the original Fighting-Man). Most people seem to think that, if we aren't going to give swashbucklers their own specific class, then they fit into either the fighter or the rogue class, or both.

Peter Blood, the hero of that tale, is a doctor. Should a character inspired by him not, then, have access to some ability to heal?

Should all fighters be healers? Probably not. But if we allow any inspiration based healing into the game, then certainly some fighters who choose to pursue it should be allowed a degree of access to it. Even without inspiration based healing, surely any character who was a doctor or healer of some sort prior to becoming an adventurer (which seems to me an eminently viable character background) should have access to some healing abilities, regardless of their class.

Perhaps divine magic healing should be inherently better than the options available to those using mundane means or arcane magic, but I don't see any particularly convincing arguments that it should be the only viable option. (and no, "TRADITION!" isn't a terribly convincing argument from a game-design standpoint)

[Shifting healing into a specialty available to all classes]only works if you make healing OP, in the sense that you're giving this incredibly powerful specialty to a certain character. It becomes a bribe, like the 3.x cleric.
I disagree. There are people who enjoy playing healer. It's certainly not everyone, and not necessarily even one in every group that plays, but as we've had people come forward on this very board and say "I like playing healers/other support characters", denying the existence of such people is foolhardy. If healing were to be a specialty then the approach to how potent it should be would be to make it as valuable as any other specialty, rather than making it more potent. The game could then be balanced around the idea that healing is less necessary than it has been at times in the past, but still desirable enough that nobody ever complains that one (or more) player in the party has chosen it as their specialty.


1) Healing is a D&Dism, and it's one that's not likely to go away.
2) I don't think it's possible to make it go away. While I always run D&D (except when I ran d20 Modern), I've played in a wide variety of game systems. Lack of healing is one of the worst things you can do to a game. I've seen this crop up in everything from ASoIaF (the non-d20 version) to Warhammer to D&D 2e (without a cleric) to d20 Modern (without someone having Surgery). It sucks when the PCs are too wounded to continue (especially if natural healing takes a long time), and it sucks even worse if only one PC is wounded. You pretty much have to tell them "thanks for playing". (We had a PC in ASoIaF out for a month after taking wounds in battle, and not a single other PC was wounded. That PC was half-dead for being brave and frankly saving the rest of our butts. His reward was being too badly wounded to move, for a week, in bandit-infested mountains.)
3) I don't think D&DN's system of trying to give PCs high hp but low healing will work. Luck will work against the PCs. Eventually someone will be dropped to low hp, or just dropped, and no one can heal them. At least at low levels, because you apparently get a lot of HD at higher levels.
1) Every D&Dism that has gone away has had that argument put forward before its departure. Dwarves, Elves, and Halflings having class and level restrictions was a D&Dism; it went away. THAC0 was a D&Dism; it went away. Change is always possible, if enough people want it.

2) It's possible to reduce or remove healing (or magical healing) in many ways. Some of them are harsher than others, such as the whole "months of natural recovery" approach. Others are much less so. Dragon Age II (I know, I know, shun the heretic referencing a videogame in a D&D discussion) took the approach of treating HP as an encounter resource: outside of combat, they regenerated so fast as to be virtually indistinguishable from an automatic restoration to full after every fight. It combined it with a system in which being reduced to 0 bestowed an injury, the effects of which was that injured characters had lower max-HP than they did uninjured. Stack up enough injuries, and it was very hard to stay upright during combat. Magical healing (both in spell and potion form) existed, but if you fought well enough to avoid being reduced to 0, it wasn't actually necessary.

And the thing is, I'm not in fact arguing for its removal from the game. I'm arguing for it's reduced necessity, and for it's removal as an assumed feature of all clerics, and for it's availability to non-clerics (either to specific classes such as warlords, or as broadly available specialties).

3) I think this is an area where they're expecting to give us several dials to adjust to suit our individual campaigns, and they're still working on nailing down a default setting that works well.



One reason I didn't like spheres is you couldn't predict what kind of priest you'd get. It didn't work well for game balance. If you're looking to play a priest of Non-Lifebringer, that should be a different class with the same societal role of priest. (I'd say invoker, but WotC has some weird flavor issues with it.) I don't see why they'd have anything in common with a priest of Apollo except divine flavor.
As long as all flavours of priest/cleric are reasonably balanced against each other, then in terms of broader game balance which one joins the party shouldn't have any particularly different impact. It may come as a surprise, but not all parties (even in the days before 4E's significant expansion of the availability of healing) went into battle with a Cleric on their side. Even those that did have a Cleric didn't necessarily have a Cleric that used their healing abilities (one complain often lobbied against 3E Clerics is that they were more potent when they weren't using their magic to heal). The existence of non-healing Cleric variants as potential members of the party is no more of a game-balance upset than the possibility that you might not have a Cleric in the party at all.

I think that a single societal role should translate into a single class. If one role is significantly similar enough that we can give it a fairly specific blanket description ("all those members of the clergy who have been bestowed with the ability to cast divine magic by their god"), then it's probably specific enough to be a single class. After all, if the Fighter is expected to be broad enough to cover the category of "really good at fighting with weapons", which includes such concepts as the plate-wearing sword and shield knight AND the leather wearing archer AND the rapier-wielding swashbuckler, then it's entirely possible and equally reasonable for a single class to include both the armoured mace wielding "traditional" cleric and the "my god granted me the ability to do crowd control" invoker, as well as the laser-cleric who fights the undead with his god-lasers.
 
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Blackbrrd

First Post
Sure. I'm mostly with you. But many want a level of easy healing. They want to able to rest and heal up before the next fight. Myself, I want the opportunity for actual injuries. And we all want a simple to play game. This is a compromise. How would you respond to it as such?
I don't really like having injuries that halts the campaign. When playing 4e we usually stop when people run out of healing surges or in 3e we usually stopped when out of healing.

I do find it really hard to add any constraints to healing in DnD without changing the game a bit too much...
 

Ashtagon

Adventurer
I see a number of issues here.

* I really don't like the idea of clerics or priests being "healers first, speciality second". I'd rather see them as the non-martial champion of their deity, casting the buffing spells. Buffing doesn't have to imply healing.
* In that light, the paladin class should be the "sword" to the cleric's "shield".
* Related, in the interest of preserving class niche, wizards should generally have reduced access to buffing magic (just as clerics traditionally had reduced access to smiting magic).

That said, under this scheme, unless you happen to be a cleric of a healing deity, you probably won't be doing an awful lot of healing. And under this proposal, clerics wouldn't be able to hold their own in a fight as well as a true martial class.

So this relative dearth of actual healing could be used to advantage. It works well toward creating "get the injured PC back to the temple" story-lines. It better matches most fiction not directly based off D&D rules. It removes the expectation that clerics heal, so players can actual see the class as an actor rather than a re-actor.

Conversely, other classes should be allowed means of healing. The Heal skill should be allowed to have a more meaningful benefit. Arcane "necromantic" healing could be an option. Alchemical healing, poultices (mediaeval medical science), and so on should be brought into the game. And where actual clerical healing appears, what the OP said should hold true.

The cleric should also be given class features that emphasise their role in society as community leaders. Perhaps their magic is more effective in a community of the faithful and/or when used on members of the faith. Perhaps they have social advantages that give them a meaningful "party face" role.

And the turn undead feature? That should be replaced with some kind of "turn gribblies that my deity hates" instead, possibly with options to give deity-specific boosts instead of turning.
 

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