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Spirit of Healing
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<blockquote data-quote="guindone" data-source="post: 4882705" data-attributes="member: 67597"><p>I appreciate the discussions this thread has caused. </p><p></p><p>To those of you who say this only trivializes one encounter:</p><p>Well that's one encounter too many. It's just not the right attitude to have regarding powers... Powers should be helpful, good and useful but shouldn't change the balance of the party so utterly.</p><p></p><p>To those of you who say that we should just houserule it to our liking:</p><p>Well that's not really addressing the fact that Wizards is really not thinking these power through. I hate having my faith in the balancing process these people go through thrown out of the window so often. I wish they would take some extra time and think out the problems with their powers. Yes, obviously, we will likely houserule it but I don't like having a system that is broken if not houseruled and I don't like having to tell a player that this power as printed that he chose is not going to play that way.</p><p></p><p>To those of you who say that the gm can change his encounters/monster behaviour:</p><p>Well, I guess it is valid to say that every time this power is cast the enemies have to focus fire and down the cleric... but this seems like the opposite of a fun encounter for the players. The other suggestion that monsters should move tactically say away from the spirit or something just plain doesn't work. Our party is very capable of killing the monsters at range and further, the spirit can be moved by the cleric so that's not much of a hinderance. The amount of healing pumped out by this thing is plenty enough to trivialize the damage of some sort of static effect counter-cast by an enemy (which was a suggestion by someone else). </p><p></p><p>So I remain unimpressed with this power, in that I believe it to be too good. Such a thing should never have been created by Wizards and published in its current form.</p></blockquote><p></p>
[QUOTE="guindone, post: 4882705, member: 67597"] I appreciate the discussions this thread has caused. To those of you who say this only trivializes one encounter: Well that's one encounter too many. It's just not the right attitude to have regarding powers... Powers should be helpful, good and useful but shouldn't change the balance of the party so utterly. To those of you who say that we should just houserule it to our liking: Well that's not really addressing the fact that Wizards is really not thinking these power through. I hate having my faith in the balancing process these people go through thrown out of the window so often. I wish they would take some extra time and think out the problems with their powers. Yes, obviously, we will likely houserule it but I don't like having a system that is broken if not houseruled and I don't like having to tell a player that this power as printed that he chose is not going to play that way. To those of you who say that the gm can change his encounters/monster behaviour: Well, I guess it is valid to say that every time this power is cast the enemies have to focus fire and down the cleric... but this seems like the opposite of a fun encounter for the players. The other suggestion that monsters should move tactically say away from the spirit or something just plain doesn't work. Our party is very capable of killing the monsters at range and further, the spirit can be moved by the cleric so that's not much of a hinderance. The amount of healing pumped out by this thing is plenty enough to trivialize the damage of some sort of static effect counter-cast by an enemy (which was a suggestion by someone else). So I remain unimpressed with this power, in that I believe it to be too good. Such a thing should never have been created by Wizards and published in its current form. [/QUOTE]
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