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So 5th edition is coming soon
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<blockquote data-quote="KarinsDad" data-source="post: 5517492" data-attributes="member: 2011"><p>I agree with everything that you wrote here.</p><p></p><p>But, it's the fact that Healing Potions are so lame that really forces groups to have a Leader in them since most of the non-Leader healing powers don't start until level 7 or higher. Allowing non-Leaders to have healing powers doesn't really address the issue of playing with any group makeup that you bring up because it does show up so late in the game.</p><p></p><p>The game as designed is the issue, not the bleed over of healing. The game is designed to almost require a Leader in it. If the team doesn't have one, the DM really has to ratchet down his encounters (or hide his rolls and fudge) or they'll eventually walk into a TPK via strong DM dice rolls, and lousy player dice rolls. Leaders are the great "swinginess of encounters" equalizer.</p><p></p><p>This deficiency could be handled if there were a way to make Healing Potions stronger (e.g. the lowest level ones do a healing surge worth of healing instead of just 10 hit points, but only one healing potion could be used per PC per encounter).</p><p></p><p>I personally don't like the "wounds don't exist" rational for the concept of Warlords or Battleragers, but that's ok. I don't have to play them or allow them in any groups that I run.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5517492, member: 2011"] I agree with everything that you wrote here. But, it's the fact that Healing Potions are so lame that really forces groups to have a Leader in them since most of the non-Leader healing powers don't start until level 7 or higher. Allowing non-Leaders to have healing powers doesn't really address the issue of playing with any group makeup that you bring up because it does show up so late in the game. The game as designed is the issue, not the bleed over of healing. The game is designed to almost require a Leader in it. If the team doesn't have one, the DM really has to ratchet down his encounters (or hide his rolls and fudge) or they'll eventually walk into a TPK via strong DM dice rolls, and lousy player dice rolls. Leaders are the great "swinginess of encounters" equalizer. This deficiency could be handled if there were a way to make Healing Potions stronger (e.g. the lowest level ones do a healing surge worth of healing instead of just 10 hit points, but only one healing potion could be used per PC per encounter). I personally don't like the "wounds don't exist" rational for the concept of Warlords or Battleragers, but that's ok. I don't have to play them or allow them in any groups that I run. [/QUOTE]
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