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The party's cleric *won't* heal your character?!
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<blockquote data-quote="ThirdWizard" data-source="post: 2951698" data-attributes="member: 12037"><p>Remember that I'm responding to people who think its okay for the cleric to <em>never</em> heal in combat.</p><p></p><p>To clarify: The hill giant closes on round 1 and hits the Fighter. The Fighter can no longer withdrawl from the giant, so he takes 2 attacks on the giant's next turn. The cleric could heal him between those two attacks or attack the giant himself, but if he attacks the giant, and the gaint doesn't die before its next action, the Fighter has around a 50% chance of dying. If the cleric heals him, then the giant probaby won't kill the Fighter next round, giving the <em>party</em> 1 entire extra round to kill the giant with no casualties.</p><p></p><p>That's why healing is better than offense, tactically, as a cleric.</p><p></p><p>You can quote things like "offsense is better than defense," but in the end, survival is <em>most</em> important.</p><p></p><p></p><p></p><p>And I'm sure the dead fighter will appreciate the hill giant going down one round early.</p><p></p><p>But, since you're betting on the fighter surviving two rounds of abuse by a hill giant (which I give 50/50 odds on), lets say that the giant managed to close with the 12 Con ranger who specializes in bows and ranged attacks, knocking him down to 22 hp? Heal him? What if its the wizard?</p><p></p><p></p><p></p><p>That is completely untrue. </p><p></p><p>Like I said above, healing increases the possible fighting by rounds, for the entire party. If you can make the fighter live one extra round vs. the enemy, you're increasing the total actions against the enemy by <em>one per other PC</em> before the giant moves onto another PC. That's one extra Sneak Attack, one extra Full Attack, one extra wizard spell, or whatever the party is made up of.</p><p></p><p>If you can make the enemy's target live an extra three rounds...</p><p></p><p>So don't heal if its not what you want. But, don't kid yourself into thinking you're tactically superior.</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 2951698, member: 12037"] Remember that I'm responding to people who think its okay for the cleric to [i]never[/i] heal in combat. To clarify: The hill giant closes on round 1 and hits the Fighter. The Fighter can no longer withdrawl from the giant, so he takes 2 attacks on the giant's next turn. The cleric could heal him between those two attacks or attack the giant himself, but if he attacks the giant, and the gaint doesn't die before its next action, the Fighter has around a 50% chance of dying. If the cleric heals him, then the giant probaby won't kill the Fighter next round, giving the [i]party[/i] 1 entire extra round to kill the giant with no casualties. That's why healing is better than offense, tactically, as a cleric. You can quote things like "offsense is better than defense," but in the end, survival is [i]most[/i] important. And I'm sure the dead fighter will appreciate the hill giant going down one round early. But, since you're betting on the fighter surviving two rounds of abuse by a hill giant (which I give 50/50 odds on), lets say that the giant managed to close with the 12 Con ranger who specializes in bows and ranged attacks, knocking him down to 22 hp? Heal him? What if its the wizard? That is completely untrue. Like I said above, healing increases the possible fighting by rounds, for the entire party. If you can make the fighter live one extra round vs. the enemy, you're increasing the total actions against the enemy by [i]one per other PC[/i] before the giant moves onto another PC. That's one extra Sneak Attack, one extra Full Attack, one extra wizard spell, or whatever the party is made up of. If you can make the enemy's target live an extra three rounds... So don't heal if its not what you want. But, don't kid yourself into thinking you're tactically superior. [/QUOTE]
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The party's cleric *won't* heal your character?!
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