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The Cleric's Channel Divinity
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<blockquote data-quote="DEFCON 1" data-source="post: 6010669" data-attributes="member: 7006"><p>That doesn't solve the problem. Because rituals occur outside of combat.</p><p></p><p>The issue here is that *if* the game is meant to have in-combat healing... what resources does the Cleric (or any other class with healing ability) have to use to power said healing?</p><p></p><p>In the past, they had to use their spell slots (thus giving rise to the heal-bot trope, where the Cleric's entire suite of spells was filled with nothing but cure spells.). 4E changed that by making their primary healing come from a pair of Healing Word abilities each encounter outside of the Cleric's normal spells. And now D&DN has basically taken those two Healing Word encounter slots... renamed them Channel Divinity, and made them daily slots instead (varying the number of slots the Cleric gets based on level and so forth).</p><p></p><p>However, some people don't like that the Clerics now have two separate resources-- spell slots and Channel Divinity slots... because it means there's more to track, and more stuff that the Cleric "gets". And the fear is that *if* WotC decided to create other abilities that could use the Channel Divinity resource (under the assumption that a non-healing focused god would not give healing powers to channel), then parties would STILL be light on in-combat healing, and the need for a THIRD resource for the Cleric would be created.</p><p></p><p>This is why I just believe Channel Divinity should be healing only. Every god would give his/her Clerics a small font of healing ability <em>at the very least</em> to use on himself to stay alive (and thus continue to do the god's work). And it's then the Domain Spell List that would or would not have <em>additional</em> Cure spells (for HP, diseases, poisons etc.) the Cleric could access... depending on what the god's domains were.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6010669, member: 7006"] That doesn't solve the problem. Because rituals occur outside of combat. The issue here is that *if* the game is meant to have in-combat healing... what resources does the Cleric (or any other class with healing ability) have to use to power said healing? In the past, they had to use their spell slots (thus giving rise to the heal-bot trope, where the Cleric's entire suite of spells was filled with nothing but cure spells.). 4E changed that by making their primary healing come from a pair of Healing Word abilities each encounter outside of the Cleric's normal spells. And now D&DN has basically taken those two Healing Word encounter slots... renamed them Channel Divinity, and made them daily slots instead (varying the number of slots the Cleric gets based on level and so forth). However, some people don't like that the Clerics now have two separate resources-- spell slots and Channel Divinity slots... because it means there's more to track, and more stuff that the Cleric "gets". And the fear is that *if* WotC decided to create other abilities that could use the Channel Divinity resource (under the assumption that a non-healing focused god would not give healing powers to channel), then parties would STILL be light on in-combat healing, and the need for a THIRD resource for the Cleric would be created. This is why I just believe Channel Divinity should be healing only. Every god would give his/her Clerics a small font of healing ability [I]at the very least[/I] to use on himself to stay alive (and thus continue to do the god's work). And it's then the Domain Spell List that would or would not have [I]additional[/I] Cure spells (for HP, diseases, poisons etc.) the Cleric could access... depending on what the god's domains were. [/QUOTE]
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