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General Tabletop Discussion
*TTRPGs General
Wands of healing: individual purchase or party purchase (please read before voting)
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<blockquote data-quote="Merkuri" data-source="post: 5201027" data-attributes="member: 41321"><p>Wow, I'm surprised that NOBODY so far has voted for the healer to buy his or her own wands. That's not my vote, but having not a single person vote for an option this far in has to be some sort of EN World record.</p><p></p><p>Personally, I lean towards the "for the good of the party" point of view. When the healer can heal better or the fighter fight better or the tank protect better then we're all better off. We're a team, after all.</p><p></p><p>Though the people I play with don't always share that same point of view. <img src="http://www.enworld.org/forum/images/smilies/ponder.png" class="smilie" loading="lazy" alt=":hmm:" title="Hmmm :hmm:" data-shortname=":hmm:" /></p><p></p><p>We play online, and our group went through a phase while playing the World's Largest Dungeon where we could not keep a scout/rogue character. The scout players kept spazzing on us and we kept needing to find a new one. The DM could not understand why we kept giving one of the party's most valuable magic items to the current scout character when the players kept letting us down and being general douchebags. </p><p></p><p>But the fact was, that item was most useful in the hands of a scout-type character. In a roleplaying sense, giving that item to the scout was the smartest thing to do. Our PCs didn't know the scout's player was being a douchebag, they just knew that a scout scouted better with this item. The DM didn't know why we kept rewarding sub-par players, but the PCs couldn't fathom why we wouldn't want this item in the hands of our scout, whoever that happened to be at the moment.</p></blockquote><p></p>
[QUOTE="Merkuri, post: 5201027, member: 41321"] Wow, I'm surprised that NOBODY so far has voted for the healer to buy his or her own wands. That's not my vote, but having not a single person vote for an option this far in has to be some sort of EN World record. Personally, I lean towards the "for the good of the party" point of view. When the healer can heal better or the fighter fight better or the tank protect better then we're all better off. We're a team, after all. Though the people I play with don't always share that same point of view. :hmm: We play online, and our group went through a phase while playing the World's Largest Dungeon where we could not keep a scout/rogue character. The scout players kept spazzing on us and we kept needing to find a new one. The DM could not understand why we kept giving one of the party's most valuable magic items to the current scout character when the players kept letting us down and being general douchebags. But the fact was, that item was most useful in the hands of a scout-type character. In a roleplaying sense, giving that item to the scout was the smartest thing to do. Our PCs didn't know the scout's player was being a douchebag, they just knew that a scout scouted better with this item. The DM didn't know why we kept rewarding sub-par players, but the PCs couldn't fathom why we wouldn't want this item in the hands of our scout, whoever that happened to be at the moment. [/QUOTE]
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Wands of healing: individual purchase or party purchase (please read before voting)
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