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Reviewing the Artificer
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<blockquote data-quote="fuindordm" data-source="post: 4355715" data-attributes="member: 5435"><p>Yes, and they're the only ones that can provide healing without burning a surge from <em>someone</em>, I think.</p><p> </p><p></p><p></p><p>Yes, but for me that's not the issue. What worries me is to see classes given powers that are off-theme for such reasons. I don't mind that Arcane Leaders have healing, but I think care should be taken to make each such power unique and appropriate to the class.</p><p></p><p>All three of your points are very good--but their <em>end result</em> makes me sad. 4th edition has adopted the philosophy that limitations are not fun. In my mind, limitations <em>are </em>fun. They create challenges and a wider variety of interesting situations.</p><p></p><p>If the warlord cannot revive an unconscious ally, then they <em>must </em>pay close attention to his allies' status and use Inspiring Word before it's too late. Which makes quite a lot of sense for the class--they're supposed to be taking care of their troops, not saying "Damn, Joe went down! Didn't see that coming." Sometime, of course, Joe will go down anyway... but like any smart leader, the warlord will have ways of protecting the fallen, too (healing potions). They need not be an all-purpose healing font in and of themselves.</p><p></p><p>In fact, this minor limitation on one class ability doesn't reduce their power significantly--but it does encourage a different style of play.</p><p></p><p>Similarly, I would like the artificer class better if their abilities encouraged a style of play where pre-battle preparation is key. If their healing (or protection) is touch-only like a paladin's, then it is not much less powerful... but it will encourage them to hang back in a position that has access to many party members. A standard action to shoot, a move action to reach someone, and a minor action to infuse healing is not <em>that </em>restrictive.</p><p></p><p>So while I agree that <em>minor action</em> heals (and also siloing of healing powers) are necessary to prevent a character from turning into a healbot, I don't agree that ranged healing is necessary.</p><p></p><p>It is also cinematic and fun if once in a while you must rush to a wounded comrade's side. There's something about having a character point their symbol/implement and 'pinging' you awake that leeches away the drama.</p><p></p><p>Cheers,</p><p>Ben</p></blockquote><p></p>
[QUOTE="fuindordm, post: 4355715, member: 5435"] Yes, and they're the only ones that can provide healing without burning a surge from [I]someone[/I], I think. Yes, but for me that's not the issue. What worries me is to see classes given powers that are off-theme for such reasons. I don't mind that Arcane Leaders have healing, but I think care should be taken to make each such power unique and appropriate to the class. All three of your points are very good--but their [I]end result[/I] makes me sad. 4th edition has adopted the philosophy that limitations are not fun. In my mind, limitations [I]are [/I]fun. They create challenges and a wider variety of interesting situations. If the warlord cannot revive an unconscious ally, then they [I]must [/I]pay close attention to his allies' status and use Inspiring Word before it's too late. Which makes quite a lot of sense for the class--they're supposed to be taking care of their troops, not saying "Damn, Joe went down! Didn't see that coming." Sometime, of course, Joe will go down anyway... but like any smart leader, the warlord will have ways of protecting the fallen, too (healing potions). They need not be an all-purpose healing font in and of themselves. In fact, this minor limitation on one class ability doesn't reduce their power significantly--but it does encourage a different style of play. Similarly, I would like the artificer class better if their abilities encouraged a style of play where pre-battle preparation is key. If their healing (or protection) is touch-only like a paladin's, then it is not much less powerful... but it will encourage them to hang back in a position that has access to many party members. A standard action to shoot, a move action to reach someone, and a minor action to infuse healing is not [I]that [/I]restrictive. So while I agree that [I]minor action[/I] heals (and also siloing of healing powers) are necessary to prevent a character from turning into a healbot, I don't agree that ranged healing is necessary. It is also cinematic and fun if once in a while you must rush to a wounded comrade's side. There's something about having a character point their symbol/implement and 'pinging' you awake that leeches away the drama. Cheers, Ben [/QUOTE]
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