Mouseferatu
Hero
This all reminds me of a great book that Monte Cook's wrote called A Magical Medieval Society.
That was actually Joseph Browning and Suzi Yee, at Expeditious Retreat Press. Monte's done a lot of cool stuff, but this one isn't his.
This all reminds me of a great book that Monte Cook's wrote called A Magical Medieval Society.
The passing of those rules though could be viewed by the teams using the above strategy as malicious. You are destroying our playstyle they might say. And they would be right. It is a deliberate attempt to suppress that playstyle.
In the case of D&D, getting rid of some rules or not providing others while good in their eyes could result in the suppression or ghetto-ization of a playstyle. So the people being suppressed would be right in viewing those changes as malicious. Malicious to their playstyle anyway.
Sorry what?No, unlike many other situations the healer needed/not needed is a discrete question. either the party needs a healer -in which case playing a healbot is superfun for players like me and super awful for players like the one you describe- or not needed -in which case playing a healbot is superfluous at best and actively hurting the party at worst-. Generous self healing clearly makes a healer not needed -of course you can benefit from a PC that sometimes heals, but that is not a healer, though it makes it less of a burden for people who don't want to play healers-, it doesn't bring this flexibility you claim. This is an issue each table has to handle and is an either/or issue. There is no true middle ground here.
Sorry I don't buy it.This has not been my experience in 5e at all. I've found that healers are always welcome, but seldom necessary. (This is less true at level 1, but level 1 is exceptional in many, many ways.)
I agree. And this makes me optimistic, if only faintly so: I still have a very hard time seeing how the party can manage as well without a Cleric or other healer.People like having the assurance that someone will be able to get them back in the fight if they go down, but healing your still-conscious companions is seldom the most efficient use of your action. Your time is nearly always better spent buffing or attacking rather than shoring up hit points. In many cases, casting healing spells only serves to prolong the battle.
This reasoning completely ignores between-combat-but-still-not-a-short-rest healing, but okay, let's discuss rest healing.The best time to heal is during a short rest. Again, a healer is very useful in this capacity, so people are happy to have one. But the show does not stop without a healer. You can spend Hit Dice and get by just fine. It's debatable whether the healer allows you to have more encounters in a day because if the healer were to spend his spell slots making enemies die faster, you wouldn't need to spend as many Hit Dice during downtime (which means a non-healing class could have been just as useful).
If only....Another way to signal that you don't want to be a healbot is to not prepare healing spells. Of course, before the campaign even begins, you might want to mention you are doing this. Or you could be a bard and not even learn any healing spells -- that way, you still have Song of Rest to help with recovery, but no one can expect you to use your spell slots on it.
I do mind.Never mind the rest of the party is going to want to make sure you stay upright.
Yes.I think a big part of the problem with trying to find the perfect healing rate is that hit points represent a bunch of things. Per the PHB, they are a "combination of physical and mental durability, the will to live, and luck." Has anyone ever tried splitting up HP in to 2 categories- physical / mental and given them different healing rates?
How is this different than someone being forced to play a Thief, or a Fighter, or a Wizard? Most well-rounded parties usually have at least one of each of these.I am hoping for an optional set of rules that allows
Groups to adventure without anyone forced to play a healer
How does any team get anywhere in any competition without looking to defense as well as offense.and Players to choose classes like Clerics without being forced to spend their time on defense
By the same token, then, shouldn't magic use be collectively shared by all; and sneakery, and heavy melee? Taken to its obvious conclusion, all characters would be pretty much able to do a bit of everything, rendering the class system pointless. And this, while probably fine for some, is no longer definably D+D.I am just trying to find an alternative where the responsibility for managing this healing and spending your adventuring actions on support spells is not put on any single player, but instead collectively shared by everyone.
You mind if the rest of the party want to keep you alive???CapnZapp said:I do mind.
Thank you.I can't speak for 5e yet, but I will say in 2e,3e,and 3.5 I saw a lot of arguments over "Don't prep/cast that we need you for healing" it was only 4e that ever gave us clerics that didn't do so... and better yet whole games with 0 religion because our healers where warlords...
the worst reminder of this whole thing is that I just ran a 1 off game for some friends based on an argument here on the boards and when I posted the results one of the first things I was told was it didn't count cause I didn't have a full cleric, because everyone know you need one...
Yes the game is indeed geared towards that play style.I really don't mind playing in a game that depends on divine magic via a cleric. That's how I've always played and the game works perfectly.
Just to make sure:Yes, this is a saddening fact, every edition makes more and more to dilute the healer role. What happened to the times when "don't make the cleric angry at you" was the best survival advice you could get?