Rule-of-Three: 04/03/2012
On one hand, I think it is good to see that many of the best parts of 4th Edition are at least being considered for inclusion in 5th Edition; themes, exploits, at-will magic, rituals (though I recall that being in 3rd Edition in some form or other), non-magical healing, etc.
On the other hand, I would love to know which version of 3rd Edition Rodney is talking about when he mentions that druids and--of all things--bards were "capable" healers.
Oh yeah, it was nice that our bard was able to heal all of 2 hit points per day at 1st-level. We really needed that. I guess the druid would have done alright if that's all she prepared, but come on; clerics could swap out any spell for a healing spell, were harder to hit, and could turn undead. Maybe he means 2nd Edition? Having not played that in a very long time maybe they were just as good.
So ignoring that I really hope that they still include forms of non-magical healing, even if an optional rule (or "dial" on the Grit-o-meter). Moving resources from an encounter-basis to an adventure basis has some appeal; most players in my campaigns tended to hoard daily powers for use on the presumed "boss" battle, or instances where it is basically life or death.
On the other hand, I would love to know which version of 3rd Edition Rodney is talking about when he mentions that druids and--of all things--bards were "capable" healers.
Oh yeah, it was nice that our bard was able to heal all of 2 hit points per day at 1st-level. We really needed that. I guess the druid would have done alright if that's all she prepared, but come on; clerics could swap out any spell for a healing spell, were harder to hit, and could turn undead. Maybe he means 2nd Edition? Having not played that in a very long time maybe they were just as good.
So ignoring that I really hope that they still include forms of non-magical healing, even if an optional rule (or "dial" on the Grit-o-meter). Moving resources from an encounter-basis to an adventure basis has some appeal; most players in my campaigns tended to hoard daily powers for use on the presumed "boss" battle, or instances where it is basically life or death.
I remember one 3.5 campaign where we had a druid for a healer. We were fourth level and one of our PC's got hit by blindness. Failed the save, permanently blind. If we'd had a cleric, we could have just waited until the next day and it would have been all better. But no, druids have no way of dealing with this until you get into much higher level spells. We were in a place with no friendly healers, and the only non-enemy was a very surly NPC cleric. We ended up having to threaten him into helping us, definitely putting him into the enemy camp.
ReplyDeleteHealing is more than just hit points.