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Living Worlds
Living 4th Edition
Proposal: Don't screw over clerics
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<blockquote data-quote="ryryguy" data-source="post: 5182369" data-attributes="member: 64945"><p>Personally, I feel like taking all the errata is the correct, default choice. It's a pretty "strong" default - there is a pretty high bar for me to ignore errata. I mean, nerfs always hurt the characters who use the nerfed features. That's why they are nerfs! So it has to be more than just that.</p><p></p><p>I would not choose to ignore the Healer's Lore errata. Healer's Lore still works with the primary cleric healing power Healing Word and many other healing powers, just like it always has. So I also don't really understand the idea that clerics "don't get to use it" after the errata.</p><p></p><p>On the other hand, I agree that powers like "Cure Light Wounds" feel somewhat like "collateral damage" of this nerf. The healic in my face to face game - a Strength cleric in fact - took Cure Light Wounds initially but gradually changed his build to get more healing powers, including Astral Seal, Stream of Life, etc. As a result he found that Cure Light Wounds did not measure up, so he retrained it. If Healer's Lore still worked with Cure Light Wounds (but still those other surgeless healing powers), it might bring it more back into line as a valid power selection. Since it's a daily that only heals once, it doesn't seem abusable. </p><p></p><p>So I wouldn't be averse to a proposal that the errata be amended to "Healer's Lore works with cleric powers that allow the target to spend a surge or heal as if the target had spent a surge", so that it would still work with the "Cure...Wounds" series of powers. I don't think it's really necessary, but I don't think it'd be bad anyway.</p></blockquote><p></p>
[QUOTE="ryryguy, post: 5182369, member: 64945"] Personally, I feel like taking all the errata is the correct, default choice. It's a pretty "strong" default - there is a pretty high bar for me to ignore errata. I mean, nerfs always hurt the characters who use the nerfed features. That's why they are nerfs! So it has to be more than just that. I would not choose to ignore the Healer's Lore errata. Healer's Lore still works with the primary cleric healing power Healing Word and many other healing powers, just like it always has. So I also don't really understand the idea that clerics "don't get to use it" after the errata. On the other hand, I agree that powers like "Cure Light Wounds" feel somewhat like "collateral damage" of this nerf. The healic in my face to face game - a Strength cleric in fact - took Cure Light Wounds initially but gradually changed his build to get more healing powers, including Astral Seal, Stream of Life, etc. As a result he found that Cure Light Wounds did not measure up, so he retrained it. If Healer's Lore still worked with Cure Light Wounds (but still those other surgeless healing powers), it might bring it more back into line as a valid power selection. Since it's a daily that only heals once, it doesn't seem abusable. So I wouldn't be averse to a proposal that the errata be amended to "Healer's Lore works with cleric powers that allow the target to spend a surge or heal as if the target had spent a surge", so that it would still work with the "Cure...Wounds" series of powers. I don't think it's really necessary, but I don't think it'd be bad anyway. [/QUOTE]
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Proposal: Don't screw over clerics
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