Griff and I were talking (alas, not over a D&D table) about the whole Shaman thing, where I feel that healing is the realm of clerics, but most everyone else disagrees. I mentioned that I was considering trying out a cleric/shaman hybrid build, just to see how much healing goodness could be squeezed out - Griff pointed out that there likely isn't that much demand in a party for that much healing, given that people have their Second Wind and their own store of healing surges.
While that's true, that everyone has a little innate healing, it still takes something to stimulate the use of a healing surge after the Second Wind has been used in battle, and in a tough fight, the defenders tend to absorb a lot of healing on behalf of the party, and thus need their extra healing surges (of which they tend to have many) activated quite often. My defense in going ahead with a cleric/shaman build is that this 'activation' is still very much a necessary function, and that anything that can alleviate damage without using a healing surge is also welcome -- temporary hitpoints, damage redirection, or "as if they used a healing surge" powers.
And from that, we realize that this is how 4e and 3.5 differ yet again. That in 3.5, the healing came solely from your divine spellcasters and the healing potions which everyone would try to stock up on. When the cleric ran out of spells, or everyone ran out of potions, it was time to head back to town and rest (okay, the arcane spellcaster might also have run out of spells).
This daily limitation in 4e, though, only exists in two places: Daily powers (including Utility powers that have Daily use, and magic items with Daily abilities) and each character's healing surge total. That's it -- everything else comes back when you're done the battle. And, as Griff recently commented, gaining another Daily or two as you advance means that you last even longer per-day, provided the healing surges last.
So, how often has your party had to stop for the day because everyone's exhausted their daily resources? We've done it a few times already, I'd say at least once per party level. Is it because we're all feeling weak because our squishy Daily power is no longer available? Perhaps once, but I'd say it's almost always when the party as a whole, or our target-practice paladin are out of healing surges.
And this is why I think there's still a place for the "party healer", provided that there are ways to help apart from allowing the others to use their healing surges. In fact, as the party cleric, I've never used all of my surges (using more than half only once), so a way to share my inner strength by allowing others to take my surge is, to me, a nice parallel for the divine energy that 3.5 clerics brought to their wounded comrades. Instead of asking my deity to heal my companion, I'm begging my god to take my sacrifice of my own reserves to further her divine plans through my fellow adventurer.
Amen.
Showing posts with label Daily Powers. Show all posts
Showing posts with label Daily Powers. Show all posts
Monday, August 10, 2009
Tuesday, July 28, 2009
Try this at home kids
Here's a quick little exercise that came to mind yesterday.
Look around at the other characters in your party. Now ask yourself, "how is he/she/it different now than at 1st level?"
Here are my answers after just finishing fourth level.
Our ranger uses Twin Strike by default and has had that since 1st level. Nothing I'd call new there. Unless his Bear Trap is new. Could be but I'm pretty sure he's had that for quite a while.
Our rogue has used Bait & Switch twice recently, both to cool effect. Is that a recent addition? I don't remember seeing it a month ago so I'm guessing yes.
Our paladin used a smite of some kind that I thought was new.
Our cleric is pretty much a Lance of Faith guy. Recently he used another burst effect which was pretty cool and I don't remember seeing before.
Our warlord uses Wolfpack Tactics to good effect, but I'm pretty sure he's had that from the get go.
Now, having just leveled up to 5th and gaining a second Daily Power, I'm predicting that a month from now the answer to the above question will be different. Sure, it's only a Daily so it won't ever become a signature move like my Thunderwave. But with two Daily powers at our disposal we might not be so stingy with them either. Ergo we should finally begin to see some noticable advancement in our characters.
As a second exercise I'd like to ask my group to name even one of my character's Encounter powers. Or a Daily. I'm pretty sure I'd get blank stares. Maybe some drooling.
To be honest, the only ones I can think of are the ranger's Bear Trap and the rogue's Bait and Switch.
I guess the bottom line is that the first four levels are pretty much defined by one or two At-Will powers. There are some Encounter powers and some feats in there, but they never seem to truly stand out. That seems... odd, somehow.
Look around at the other characters in your party. Now ask yourself, "how is he/she/it different now than at 1st level?"
Here are my answers after just finishing fourth level.
Our ranger uses Twin Strike by default and has had that since 1st level. Nothing I'd call new there. Unless his Bear Trap is new. Could be but I'm pretty sure he's had that for quite a while.
Our rogue has used Bait & Switch twice recently, both to cool effect. Is that a recent addition? I don't remember seeing it a month ago so I'm guessing yes.
Our paladin used a smite of some kind that I thought was new.
Our cleric is pretty much a Lance of Faith guy. Recently he used another burst effect which was pretty cool and I don't remember seeing before.
Our warlord uses Wolfpack Tactics to good effect, but I'm pretty sure he's had that from the get go.
Now, having just leveled up to 5th and gaining a second Daily Power, I'm predicting that a month from now the answer to the above question will be different. Sure, it's only a Daily so it won't ever become a signature move like my Thunderwave. But with two Daily powers at our disposal we might not be so stingy with them either. Ergo we should finally begin to see some noticable advancement in our characters.
As a second exercise I'd like to ask my group to name even one of my character's Encounter powers. Or a Daily. I'm pretty sure I'd get blank stares. Maybe some drooling.
To be honest, the only ones I can think of are the ranger's Bear Trap and the rogue's Bait and Switch.
I guess the bottom line is that the first four levels are pretty much defined by one or two At-Will powers. There are some Encounter powers and some feats in there, but they never seem to truly stand out. That seems... odd, somehow.
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