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General Tabletop Discussion
*Dungeons & Dragons
On the healing options in the 5e DMG
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<blockquote data-quote="The Crimson Binome" data-source="post: 6457718" data-attributes="member: 6775031"><p>Sorry, I should have been more clear.</p><p></p><p>During combat, when I play a healer (as I often do), I want to spend my actions healing and I don't particularly care about hurting the bad guys. Think of your typical healer in an RPG who sits back and cast cures and defensive buffs, rather than attacking for trivial amounts of damage.</p><p></p><p>While 4E did make the damage-contribution of the healer meaningful, and removed the action-requirement from the common healing abilities, those weren't buffs that I actually wanted or appreciated. Rather, the AEDU structure made me feel like I should be attacking the bad guys <em>in order</em> to heal my allies, which is just conceptually <em>weird</em>. It's also not terribly satisfying, given that a major draw of <em>being</em> the healer is that you don't have to worry about your spells failing just because you're unlucky with your attack rolls.</p><p></p><p>If clerics had an at-will power to grant an ally some temporary hit points, rather than an at-will power to shoot a bad guy and grant temporary hit points on a success, then that would have gone a long way toward preserving the feel of the role.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6457718, member: 6775031"] Sorry, I should have been more clear. During combat, when I play a healer (as I often do), I want to spend my actions healing and I don't particularly care about hurting the bad guys. Think of your typical healer in an RPG who sits back and cast cures and defensive buffs, rather than attacking for trivial amounts of damage. While 4E did make the damage-contribution of the healer meaningful, and removed the action-requirement from the common healing abilities, those weren't buffs that I actually wanted or appreciated. Rather, the AEDU structure made me feel like I should be attacking the bad guys [I]in order[/I] to heal my allies, which is just conceptually [I]weird[/I]. It's also not terribly satisfying, given that a major draw of [I]being[/I] the healer is that you don't have to worry about your spells failing just because you're unlucky with your attack rolls. If clerics had an at-will power to grant an ally some temporary hit points, rather than an at-will power to shoot a bad guy and grant temporary hit points on a success, then that would have gone a long way toward preserving the feel of the role. [/QUOTE]
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On the healing options in the 5e DMG
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