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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
What do you like about 4e healing?
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<blockquote data-quote="DEFCON 1" data-source="post: 5800003" data-attributes="member: 7006"><p>The two that I 'LIKE' (in other words, hope to be kept in the next game) are #1 and #3. Percentage of a PCs hit points recovered per heal and that the healer need not sacrifice attacks to do so.</p><p></p><p>Percentage of points returned just reduces the amount of healing you need to have available over the 1d8/2d8/3d8 style of editions past. As people say... getting a wizard back to full being easier and using less resources than a fighter just doesn't make much sense to me. I certainly can understand Ahnehnois' desire that the level of the caster have more of an impact on HP return than the level of the recipient (which the die rolling accomplishes but the percentage style as it stands really doesn't)... but that's easily accomplished the other way by just reducing the percentage regained per heal (say down to 10% rather than 25%) and then as the healer goes up in level, he returns MORE of those blocks with each healing spell. So a level 1 heal returns 1 block (10% total HP), a level 3 heal returns 2 blocks (20%), level 5 three blocks (30%) etc. etc. You satisfy both camps.</p><p></p><p>And as far as not needing to use an Attack action to heal... that just makes perfect sense <em>assuming</em> healing during combat is meant to occur as frequently as it always has. Sure, if you reduce the amount of in-combat healing that can be spent (say, you only get to cast 3 healing spells total within combat <em>for the day</em>)... then using an Attack action those three times is fine. But when in 3E the cleric has a dozen spell slots of potential healing available, and in 4E there are at least two heals available to use every encounter... then NOT making that person use their Attack actions is paramount.</p><p></p><p>All the other ones, I have no problems with... don't mind they exist... but I also wouldn't care if they got changed in the next game. Especially if some new format or concept was introduced to make them even better.</p><p></p><p>There actually is one remaining thing that wasn't in the Poll that I would have voted YES to had it been there, which is this:</p><p></p><p><strong>7. There are more than just one class (cleric) that can serve as the potential "healer" for a party of 4-6.</strong></p><p></p><p>Even side-stepping the "martial healing" issue... the fact that the Bard, Shaman, Artificer, and Essentials Druid can all serve as the effective healer for the party is a godsend (pun intended). Yes, it does mean that classes outside the purview of the Divine source get to be healers on par with the cleric... but you know what? <em>The cleric just ain't that goddamn special</em> (pun again definitely intended.) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 5800003, member: 7006"] The two that I 'LIKE' (in other words, hope to be kept in the next game) are #1 and #3. Percentage of a PCs hit points recovered per heal and that the healer need not sacrifice attacks to do so. Percentage of points returned just reduces the amount of healing you need to have available over the 1d8/2d8/3d8 style of editions past. As people say... getting a wizard back to full being easier and using less resources than a fighter just doesn't make much sense to me. I certainly can understand Ahnehnois' desire that the level of the caster have more of an impact on HP return than the level of the recipient (which the die rolling accomplishes but the percentage style as it stands really doesn't)... but that's easily accomplished the other way by just reducing the percentage regained per heal (say down to 10% rather than 25%) and then as the healer goes up in level, he returns MORE of those blocks with each healing spell. So a level 1 heal returns 1 block (10% total HP), a level 3 heal returns 2 blocks (20%), level 5 three blocks (30%) etc. etc. You satisfy both camps. And as far as not needing to use an Attack action to heal... that just makes perfect sense [I]assuming[/I] healing during combat is meant to occur as frequently as it always has. Sure, if you reduce the amount of in-combat healing that can be spent (say, you only get to cast 3 healing spells total within combat [I]for the day[/I])... then using an Attack action those three times is fine. But when in 3E the cleric has a dozen spell slots of potential healing available, and in 4E there are at least two heals available to use every encounter... then NOT making that person use their Attack actions is paramount. All the other ones, I have no problems with... don't mind they exist... but I also wouldn't care if they got changed in the next game. Especially if some new format or concept was introduced to make them even better. There actually is one remaining thing that wasn't in the Poll that I would have voted YES to had it been there, which is this: [B]7. There are more than just one class (cleric) that can serve as the potential "healer" for a party of 4-6.[/B] Even side-stepping the "martial healing" issue... the fact that the Bard, Shaman, Artificer, and Essentials Druid can all serve as the effective healer for the party is a godsend (pun intended). Yes, it does mean that classes outside the purview of the Divine source get to be healers on par with the cleric... but you know what? [I]The cleric just ain't that goddamn special[/I] (pun again definitely intended.) ;) [/QUOTE]
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