Touch of Healing [Reserve] feat from Complete Champion Excerpt

According to this quote, the feat can only heal to 1/2 hit points - in other words extremely useful, but not the be all end all that everyone here is making it out to be. Assuming the post linked to is correct, perhaps people need to rethink their opinions.

evilbob said:
I haven't read this thread all the way through because it seemed to be mostly people arguing, but in case this hasn't been said:

This feat seems to be the new "required level 3 feat" for clerics, just like Natural Spell is the "required level 6 feat" for druids. The only difference is that while a viable druid build can include feats other than Natural Spell, I'm guessing once this book comes out there will be no viable (good or positive-channeling neutral) cleric builds that do not include this feat. It is just too good not to take.

And in my mind, if something is so good that it's basically required, it should just be a class feature. Looking ahead to future versions of D&D (as others have certainly mentioned), this seems to be the direction they're going...


P.S. I feel extra bad for dragon shamans. :( They have one trick - and this is a better one that they can't even qualify to take.
 

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James McMurray said:
That's cool. It means it overlaps with the Dragon Shaman instead of overwhelming him.

Agreed. All my potential problems pretty much just vanished. I still have my own beef with the whole "per encounter" thing, but that's grist for another mill.
 

James McMurray said:
That's cool. It means it overlaps with the Dragon Shaman instead of overwhelming him.
I completely agree. That would certainly make more sense and avoid stepping on other classes' toes - and avoid it being a "required" feat for a viable build as well.
 

Mort said:
According to this quote, the feat can only heal to 1/2 hit points - in other words extremely useful, but not the be all end all that everyone here is making it out to be. Assuming the post linked to is correct, perhaps people need to rethink their opinions.

And once again, a lot of people get *really upset* over incomplete information. :)

Still a strong feat, but not a truely game-changing one.
 

jcfiala said:
And once again, a lot of people get *really upset* over incomplete information. :)

Still a strong feat, but not a truely game-changing one.

Actually, I'm not sure whose actually going to take it....

Think about it. If it costs one of your precious feat slots and all it does is recover you to 1/2 max, aren't yuo still going to have to blow a spell slot to get the person back closer to max?

I think the difference is that instead of requiring two spells of level X to get someone back to max, it will require one spell of level X.
 



AllisterH said:
Think about it. If it costs one of your precious feat slots and all it does is recover you to 1/2 max, aren't yuo still going to have to blow a spell slot to get the person back closer to max?

Or wands. But it means you use less charges. The dragon shaman's still more efficient in the long run (as they can do something else like count loot while healing people to 1/2 hp).

It's still a very handy feat, potentially, but it's not a must-have.

Brad
 

Nail said:
Speak for yourself. :) It would change our game for sure.

Really?
Bob the Fighter is down 20 points out of 30 after an encounter - the feat only heals 5 points, and then you need to whip out a spell to heal him 15 more.

Bob the fighter is down 15 points out of 30 after an encounter - the feat is useless.

Bob the fighter is down 50 points out of 60 after an encounter - the feat only heals 20 points, after which you still need to come up with 30 more points of healing.

It allows a group to last longer before stopping to rest, but it doesn't remove the need for major cure spells or wands.
 

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