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General Tabletop Discussion
*Dungeons & Dragons
On the healing options in the 5e DMG
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<blockquote data-quote="CapnZapp" data-source="post: 6460091" data-attributes="member: 12731"><p>Thank you.</p><p></p><p>One option I've been toying with is to implement a "cleric in a box". </p><p></p><p>That is, a magic item with the capabilities of a (rather mediocre) cleric. In its simplest form, it gets the "pyramid" of spell slots of the cleric, the Cure Wounds spell (and perhaps rssurect), and that's it.</p><p></p><p>Advantages:</p><p>- no NPC healer required and all the fuss that entails (a fifth character to keep track of, a fifth set of hit points) including "he's a cleric, he should be able to do X" meaning the DM sooner or later needs to learn that NPCs capabilities. A healer item does not need to be a "full character" with all the abilities that entails.</p><p>- you can switch around the "healer mantle" from session to session. As long as everybody understands they need to play the (semi-)healer every four sessions (no "I'm the rogue, it doesn't suit my style to play the healer/I'll do a poor job/it's sub-optimal play" arguments)</p><p>- no rules changes needed.</p><p></p><p>If everybody absolutely refuses to use such an item, its healing actions could be made minor actions. </p><p></p><p>In theory, this would mean the current "healer"'s style wouldn't be cramped. But obviously it would still impact some characters harder than others (since different classes depend on minor actions differently)</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6460091, member: 12731"] Thank you. One option I've been toying with is to implement a "cleric in a box". That is, a magic item with the capabilities of a (rather mediocre) cleric. In its simplest form, it gets the "pyramid" of spell slots of the cleric, the Cure Wounds spell (and perhaps rssurect), and that's it. Advantages: - no NPC healer required and all the fuss that entails (a fifth character to keep track of, a fifth set of hit points) including "he's a cleric, he should be able to do X" meaning the DM sooner or later needs to learn that NPCs capabilities. A healer item does not need to be a "full character" with all the abilities that entails. - you can switch around the "healer mantle" from session to session. As long as everybody understands they need to play the (semi-)healer every four sessions (no "I'm the rogue, it doesn't suit my style to play the healer/I'll do a poor job/it's sub-optimal play" arguments) - no rules changes needed. If everybody absolutely refuses to use such an item, its healing actions could be made minor actions. In theory, this would mean the current "healer"'s style wouldn't be cramped. But obviously it would still impact some characters harder than others (since different classes depend on minor actions differently) [/QUOTE]
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On the healing options in the 5e DMG
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