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General Tabletop Discussion
*Dungeons & Dragons
On the healing options in the 5e DMG
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<blockquote data-quote="MoonSong" data-source="post: 6456814" data-attributes="member: 6689464"><p>I was pretty pretty happy using a main action to heal -it wasn't a sacrifice nor a chore-, I never felt the need to do something else in addition to healing in a given round to be useful. It felt as important as attacking, but with the change to minor action it felt less important, your true contribution was making damage as everybody else, activating healing surges something someone had to do, but far from being as vlauable as before, thus turning into a chore. Buffing, healing, defending myself, running towards a fallen comrade and tending their wounds, then use my remaining healing at night so they can start moderately better the next day, in a pinch using my own blood to heal them, no need to get actual kills to be heroic, the heroic action being keeping everybody else alive. Nothing of that in 4e, you couldn't really buff others without hurting enemies, and while there were options to be better at healing, taking them would only prolong fights, getting your friends into more danger than necessary.</p><p></p><p>As for healing to death. I wasn't the leader in that game, I was playing a defender but we were all 4e noobies and didn't know better, we played as we would 3.5 so we had more than 1 leader -hey in previous editions more healers is better- I ended up soaking too much damage and was healed too much, the leaders weren't making enough damage and I had to take some AOs, in the end I went down very quickly because I didn't have enough surges to be healed at a critical moment so went down by the third fight in the day with everybody else pretty much unharmed. It was a shocking discovery.</p></blockquote><p></p>
[QUOTE="MoonSong, post: 6456814, member: 6689464"] I was pretty pretty happy using a main action to heal -it wasn't a sacrifice nor a chore-, I never felt the need to do something else in addition to healing in a given round to be useful. It felt as important as attacking, but with the change to minor action it felt less important, your true contribution was making damage as everybody else, activating healing surges something someone had to do, but far from being as vlauable as before, thus turning into a chore. Buffing, healing, defending myself, running towards a fallen comrade and tending their wounds, then use my remaining healing at night so they can start moderately better the next day, in a pinch using my own blood to heal them, no need to get actual kills to be heroic, the heroic action being keeping everybody else alive. Nothing of that in 4e, you couldn't really buff others without hurting enemies, and while there were options to be better at healing, taking them would only prolong fights, getting your friends into more danger than necessary. As for healing to death. I wasn't the leader in that game, I was playing a defender but we were all 4e noobies and didn't know better, we played as we would 3.5 so we had more than 1 leader -hey in previous editions more healers is better- I ended up soaking too much damage and was healed too much, the leaders weren't making enough damage and I had to take some AOs, in the end I went down very quickly because I didn't have enough surges to be healed at a critical moment so went down by the third fight in the day with everybody else pretty much unharmed. It was a shocking discovery. [/QUOTE]
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On the healing options in the 5e DMG
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