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The Return of the HealBot
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<blockquote data-quote="ferratus" data-source="post: 6039717" data-attributes="member: 55966"><p>There have been several attempts now to fix healing so that clerics can do something else with their spells. </p><p></p><p>1e/2e clerics had all sorts of cool spells, but the pressure was strong to memorize nothing but cure spells. </p><p></p><p>3e allowed spontaneous healing, but then you just got to watch as all your cool spells evaporated into spontaneous healing. The pressure was even more immense because now you got pressured during the game too.</p><p></p><p>4e used minor actions for cure spells, and powers for other abilities. You still got pressured to be a pacifist cleric, but at least you could do some other stuff. Having healing spells be minor does indeed make healing fairly trivial and "gamey" though.</p><p></p><p>Myself, I think the spells themselves should be redesigned so that most have some sort of healing or damage reducing element to them. War clerics have spells that reduce damage in for allies, and increase damage out so that they heal by not taking damage and ending fights sooner. Death clerics heal by vampiric necromancy, sucking life along with their damaging spells. Druids heal through shapechanging, entombing the wounded in the earth to recover overnight, or even growing trees with magic seeds that have healing potion fruit.</p><p></p><p>Still cool spells that allow you to do badass stuff, but sneak in a little bit of healing, defense or damage reduction so they can fulfill the leader role.</p></blockquote><p></p>
[QUOTE="ferratus, post: 6039717, member: 55966"] There have been several attempts now to fix healing so that clerics can do something else with their spells. 1e/2e clerics had all sorts of cool spells, but the pressure was strong to memorize nothing but cure spells. 3e allowed spontaneous healing, but then you just got to watch as all your cool spells evaporated into spontaneous healing. The pressure was even more immense because now you got pressured during the game too. 4e used minor actions for cure spells, and powers for other abilities. You still got pressured to be a pacifist cleric, but at least you could do some other stuff. Having healing spells be minor does indeed make healing fairly trivial and "gamey" though. Myself, I think the spells themselves should be redesigned so that most have some sort of healing or damage reducing element to them. War clerics have spells that reduce damage in for allies, and increase damage out so that they heal by not taking damage and ending fights sooner. Death clerics heal by vampiric necromancy, sucking life along with their damaging spells. Druids heal through shapechanging, entombing the wounded in the earth to recover overnight, or even growing trees with magic seeds that have healing potion fruit. Still cool spells that allow you to do badass stuff, but sneak in a little bit of healing, defense or damage reduction so they can fulfill the leader role. [/QUOTE]
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