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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
You Don't Need a Healer in 4E... Yeah Right!
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<blockquote data-quote="Blackbrrd" data-source="post: 4338395" data-attributes="member: 63962"><p><span style="color: White">I would say that you can get quite far without a cleric/warlord, even if you don't multiclass into them either. What you need is a solid paladin and some dwarves and maybe a dragonborn... And maybe a halfling <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=";)" /> Oh, and a infernal warlock should help as well.</span></p><p><span style="color: White"></span></p><p><span style="color: White">You have to use alternate tactics for this to work though. In other words, the characters need to divide the damage done to all the characters, not just one or two as a regular party would do.</span></p><p><span style="color: White"></span></p><p><span style="color: White">It is suboptimal in a party with a healer to have the strikers/controllers attacked/hit because they have worse AC and less hp than the defenders. In other words, it is easier for the healers to heal the defenders than any other party member. A good defender might take his hp 2+ times over in a fight at level 2+ without going down.</span></p><p><span style="color: White"></span></p><p><span style="color: White">In a party without a healer this isn't an option. You don't have enought in-combat healing for the defender taking more than roughly 1.5 times his hp in damage during a fight. The rest of the damage has to be spread out between the rest of the characters.</span></p><p><span style="color: White"></span></p><p><span style="color: White">There are a powers that help a party without a healer. For instance the ranger has a power that lets him attack a party member that was hit as an immediate interrupt giving the attack a penalty of 3+wis mod. For an elven ranger that will probably be -7 for that attack. In other words, it will probably turn a hit into a miss. The warlock has a power that lets him switch places with a target, etc...</span></p><p><span style="color: White"></span></p><p><span style="color: White">The players has to remember to use their second wind BEFORE they go down, you might even want to use your action point to use your second wind early in the fight. If you are not a dwarf that is. <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=";)" /></span></p><p><span style="color: White"></span></p><p><span style="color: White">Remember that the paladin and fighter can be quite good at "healing". Lay on hands with a cha bonus (it takes one feat), healing strike, etc, etc. Oh, and you might want to take feats that dazes, stuns, knocks enemies down etc. </span></p><p><span style="color: White"></span></p><p><span style="color: White">- On his turn the knocked down foe uses his move to get up, and if he doesn't have a ranged weapon he has to use his standard action to move up to you. (You need to shift away after knocking your foe prone)</span></p><p><span style="color: White"></span></p><p><span style="color: White">- The dazed foe only has one action... If he is holding a ranged weapon, just stay close to him, if he is a melee character just take a step back. The ranged weapon holder would take an AO if he attacks, and he can't switch weapons, because he has only got one action. <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=";)" /> The melee guy needs to get up close to you and then he is out of actions... He might charge you, but then you get combat advantage against him...</span></p><p><span style="color: White"></span></p></blockquote><p></p>
[QUOTE="Blackbrrd, post: 4338395, member: 63962"] [COLOR=White]I would say that you can get quite far without a cleric/warlord, even if you don't multiclass into them either. What you need is a solid paladin and some dwarves and maybe a dragonborn... And maybe a halfling ;) Oh, and a infernal warlock should help as well. You have to use alternate tactics for this to work though. In other words, the characters need to divide the damage done to all the characters, not just one or two as a regular party would do. It is suboptimal in a party with a healer to have the strikers/controllers attacked/hit because they have worse AC and less hp than the defenders. In other words, it is easier for the healers to heal the defenders than any other party member. A good defender might take his hp 2+ times over in a fight at level 2+ without going down. In a party without a healer this isn't an option. You don't have enought in-combat healing for the defender taking more than roughly 1.5 times his hp in damage during a fight. The rest of the damage has to be spread out between the rest of the characters. There are a powers that help a party without a healer. For instance the ranger has a power that lets him attack a party member that was hit as an immediate interrupt giving the attack a penalty of 3+wis mod. For an elven ranger that will probably be -7 for that attack. In other words, it will probably turn a hit into a miss. The warlock has a power that lets him switch places with a target, etc... The players has to remember to use their second wind BEFORE they go down, you might even want to use your action point to use your second wind early in the fight. If you are not a dwarf that is. ;) Remember that the paladin and fighter can be quite good at "healing". Lay on hands with a cha bonus (it takes one feat), healing strike, etc, etc. Oh, and you might want to take feats that dazes, stuns, knocks enemies down etc. - On his turn the knocked down foe uses his move to get up, and if he doesn't have a ranged weapon he has to use his standard action to move up to you. (You need to shift away after knocking your foe prone) - The dazed foe only has one action... If he is holding a ranged weapon, just stay close to him, if he is a melee character just take a step back. The ranged weapon holder would take an AO if he attacks, and he can't switch weapons, because he has only got one action. ;) The melee guy needs to get up close to you and then he is out of actions... He might charge you, but then you get combat advantage against him... [/COLOR] [/QUOTE]
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