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The party's cleric *won't* heal your character?!
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<blockquote data-quote="ThirdWizard" data-source="post: 2951843" data-attributes="member: 12037"><p>I'm not saying its always tactially superior. But, often it is. Offense is not always better than defense. And, survival is more important than either of those. If you have to run, then run. I've seen entire sessions go by where the main tank (a barbarian/fighter) was constantly at least 2 rounds from death. It was all the cleric could do to keep him from falling.</p><p></p><p></p><p></p><p>The question is one of safety, for me. I DM a group that has a half-ogre barbarian 1/cleric X that casts <em>divine favor</em> and rages. He is a killing machine. And, remember, while raging, he loses the ability to cast spells, so until he finishes, the party is without healing. And, in the right circumstances, it works. And, its great, and I fully endorse that playstyle.</p><p></p><p>I allowed a variant battle cleric that traded Turn Undead for d10 hit dice and the restriction that he could only heal those who had been previously injured in combat. He couldn't heal damage purely from traps or falling or things of that nature. He was all about the fighting.</p><p></p><p>However, there are times when you just have to buckle down and cast a <em>cure</em> spell even if you don't want to. I am in no way saying that clerics should spend every round of every combat worrying about healing the other party members. But, there are many times (notably when the opposition is dealing a lot of damage) that healing is going to take priority, even if you don't like it.</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 2951843, member: 12037"] I'm not saying its always tactially superior. But, often it is. Offense is not always better than defense. And, survival is more important than either of those. If you have to run, then run. I've seen entire sessions go by where the main tank (a barbarian/fighter) was constantly at least 2 rounds from death. It was all the cleric could do to keep him from falling. The question is one of safety, for me. I DM a group that has a half-ogre barbarian 1/cleric X that casts [i]divine favor[/i] and rages. He is a killing machine. And, remember, while raging, he loses the ability to cast spells, so until he finishes, the party is without healing. And, in the right circumstances, it works. And, its great, and I fully endorse that playstyle. I allowed a variant battle cleric that traded Turn Undead for d10 hit dice and the restriction that he could only heal those who had been previously injured in combat. He couldn't heal damage purely from traps or falling or things of that nature. He was all about the fighting. However, there are times when you just have to buckle down and cast a [i]cure[/i] spell even if you don't want to. I am in no way saying that clerics should spend every round of every combat worrying about healing the other party members. But, there are many times (notably when the opposition is dealing a lot of damage) that healing is going to take priority, even if you don't like it. [/QUOTE]
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The party's cleric *won't* heal your character?!
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