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General Tabletop Discussion
*Pathfinder & Starfinder
When you forget to coordinate party composition.
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<blockquote data-quote="Voadam" data-source="post: 8338965" data-attributes="member: 2209"><p>I tend to like people playing what they like and not worrying about party composition. As a player I am more interested in simply not stepping on other people's toes in duplicating other PC classes unless it is old school D&D where there are few options so duplication is expected.</p><p></p><p>Having a healer though can be a big deal. Old School D&D without one is a huge pace changer if you have to wait weeks between fights to heal up. In 3e and pathfinder 1e about half the classes can use a cure light wounds wand, which is enough for a party to heal up completely between fights cheaply or to stabilize in a fight (bard, cleric, druid, paladin, ranger, plus a rogue or sorcerer with enough use magic device skill).</p><p></p><p>In 3e and Pathfinder I still wanted an option for an all non-magical party, and to not be dependent on magic sticks for normal between combat pacings, so I quickly adopted reserve points from <a href="https://www.drivethrurpg.com/product/3734/Unearthed-Arcana-35?affiliate_id=17596" target="_blank">Unearthed Arcana 3.5</a> and later healing surges from 4e to make non magical groups a viable possibility.</p><p></p><p>In 4e healing surges help a lot and while a leader/healer role is nice, it is much less needed than in earlier editions. In 5e hit dice and long rest plus the low amount of healing from spells means that healing magic is nice for bringing someone back from zero but like in 4e it is not necessary for a lot of healing and a party can generally get by fine without it (plus lots of options for most spellcasters to get healing spells).</p></blockquote><p></p>
[QUOTE="Voadam, post: 8338965, member: 2209"] I tend to like people playing what they like and not worrying about party composition. As a player I am more interested in simply not stepping on other people's toes in duplicating other PC classes unless it is old school D&D where there are few options so duplication is expected. Having a healer though can be a big deal. Old School D&D without one is a huge pace changer if you have to wait weeks between fights to heal up. In 3e and pathfinder 1e about half the classes can use a cure light wounds wand, which is enough for a party to heal up completely between fights cheaply or to stabilize in a fight (bard, cleric, druid, paladin, ranger, plus a rogue or sorcerer with enough use magic device skill). In 3e and Pathfinder I still wanted an option for an all non-magical party, and to not be dependent on magic sticks for normal between combat pacings, so I quickly adopted reserve points from [URL='https://www.drivethrurpg.com/product/3734/Unearthed-Arcana-35?affiliate_id=17596']Unearthed Arcana 3.5[/URL] and later healing surges from 4e to make non magical groups a viable possibility. In 4e healing surges help a lot and while a leader/healer role is nice, it is much less needed than in earlier editions. In 5e hit dice and long rest plus the low amount of healing from spells means that healing magic is nice for bringing someone back from zero but like in 4e it is not necessary for a lot of healing and a party can generally get by fine without it (plus lots of options for most spellcasters to get healing spells). [/QUOTE]
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