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Why does 5E SUCK?
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<blockquote data-quote="pemerton" data-source="post: 6658750" data-attributes="member: 42582"><p>I don't understand why you didn't have to worry about being in the right spot. Healing Word is a close burst 5 at heroic tier. At least in my experience, many 4e combats involve the PCs becoming separated by more than 5 squares.</p><p></p><p>And for what it's worth, the healer in my 4e game feels like he is contributing in the same sort of way that the invoker/wizard feels he is contributing when he slides or teleports an ally: its doing something to help an ally, that the ally couldn't do on his/her own.</p><p></p><p></p><p>They roughly did do this.</p><p></p><p>(1) Most encounters will more than exhaust the hit points of at least some of the PCs. At epic tier, in a typical combat the defenders in my party will take damage equal to twice their hit points or more. That is why in-combat healing (whether provided by another PC, or by the defender him-/herself) is important.</p><p></p><p>(2) There is a lot of discussion among 4e players about optimal party design, and whether a party is better off with a serious healer, a part-time healer (which is the option my group uses), or just another striker. One design reason not to encourage a completely non-attacking healer is that it produces grindy combat, because it takes longer (due to the healer PC not contributing by way of damage or control/condition-infliction) but is less dramatic because the healer can generate enough healing to offset the damage taken.</p><p></p><p>That's while you'll see many 4e players recommend against two leaders in a party, at least as a default approach to party composition.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6658750, member: 42582"] I don't understand why you didn't have to worry about being in the right spot. Healing Word is a close burst 5 at heroic tier. At least in my experience, many 4e combats involve the PCs becoming separated by more than 5 squares. And for what it's worth, the healer in my 4e game feels like he is contributing in the same sort of way that the invoker/wizard feels he is contributing when he slides or teleports an ally: its doing something to help an ally, that the ally couldn't do on his/her own. They roughly did do this. (1) Most encounters will more than exhaust the hit points of at least some of the PCs. At epic tier, in a typical combat the defenders in my party will take damage equal to twice their hit points or more. That is why in-combat healing (whether provided by another PC, or by the defender him-/herself) is important. (2) There is a lot of discussion among 4e players about optimal party design, and whether a party is better off with a serious healer, a part-time healer (which is the option my group uses), or just another striker. One design reason not to encourage a completely non-attacking healer is that it produces grindy combat, because it takes longer (due to the healer PC not contributing by way of damage or control/condition-infliction) but is less dramatic because the healer can generate enough healing to offset the damage taken. That's while you'll see many 4e players recommend against two leaders in a party, at least as a default approach to party composition. [/QUOTE]
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