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General Tabletop Discussion
*Dungeons & Dragons
On the healing options in the 5e DMG
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<blockquote data-quote="Ahrimon" data-source="post: 6458163" data-attributes="member: 12630"><p>While a totally valid way of playing and enjoying the game, I think a character focused on healing is a relatively new concept to RPGs. It only really started in the video game subgenre as far as I am aware. Red box, 1e, 2e, and 3e clerics were all melee characters. Later specialty priests and such added a diversity to the class to allow a pure healer/buffer style. The problem with that type of class is the balance needed by the designers. Where do you draw the line between this character is a valuable member and this character is absolutely required or everyone dies. In my opinion it's to narrow of a sweet zone and if the designers get it wrong it's going to really affect the game. Keeping in-combat healing as a good to have but not important gives a much wider sweet zone IMO.</p><p></p><p>So, I think it would be best to move the conversation from they didn't provide the options needed, which are too varied for the vast number of folks out there, to what options can we come up with to make some these preferred styles more viable. </p><p></p><p>Saelorn want's the healer to be a vital role, the biggest drawback is going to be that spell slots are limited. Especially at low levels. Give them an at will style and it's way too much. 4e balanced that by requiring the healing/buffing abilities to be a rider on an attack however Saelorn has already mentioned that he doesn't like that style. So, what about a per short recharge? Say a new channel divinity that healed. Or perhaps one that adds temp HP and gives advantage on the next attack for the party. That sounds like a good channel divinity. But that still leaves the rest of the combat. One option might be to re-wire the sorcerer class by changing the spell list/abilities to be a healer. That would give the character access to more healing without it being completely unlimited. What about a special cantrip that gives the target advantage on his next attack role but opponents have advantage against you? That way the character can be buffing his allies every round without the problem of unlimited healing. Knowing this style the DM could join in by upping the damage of the monsters a little bit and lowering their HP. Now they're deadlier which makes the healer more necessary, but will go down faster so if the healer drops or is out of juice it's not a guaranteed wipe.</p></blockquote><p></p>
[QUOTE="Ahrimon, post: 6458163, member: 12630"] While a totally valid way of playing and enjoying the game, I think a character focused on healing is a relatively new concept to RPGs. It only really started in the video game subgenre as far as I am aware. Red box, 1e, 2e, and 3e clerics were all melee characters. Later specialty priests and such added a diversity to the class to allow a pure healer/buffer style. The problem with that type of class is the balance needed by the designers. Where do you draw the line between this character is a valuable member and this character is absolutely required or everyone dies. In my opinion it's to narrow of a sweet zone and if the designers get it wrong it's going to really affect the game. Keeping in-combat healing as a good to have but not important gives a much wider sweet zone IMO. So, I think it would be best to move the conversation from they didn't provide the options needed, which are too varied for the vast number of folks out there, to what options can we come up with to make some these preferred styles more viable. Saelorn want's the healer to be a vital role, the biggest drawback is going to be that spell slots are limited. Especially at low levels. Give them an at will style and it's way too much. 4e balanced that by requiring the healing/buffing abilities to be a rider on an attack however Saelorn has already mentioned that he doesn't like that style. So, what about a per short recharge? Say a new channel divinity that healed. Or perhaps one that adds temp HP and gives advantage on the next attack for the party. That sounds like a good channel divinity. But that still leaves the rest of the combat. One option might be to re-wire the sorcerer class by changing the spell list/abilities to be a healer. That would give the character access to more healing without it being completely unlimited. What about a special cantrip that gives the target advantage on his next attack role but opponents have advantage against you? That way the character can be buffing his allies every round without the problem of unlimited healing. Knowing this style the DM could join in by upping the damage of the monsters a little bit and lowering their HP. Now they're deadlier which makes the healer more necessary, but will go down faster so if the healer drops or is out of juice it's not a guaranteed wipe. [/QUOTE]
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