frotz

@frotz@grenzland.club

Boring old man / Langweiliger alter Mann / 退屈な老人 / 无趣的老头
Bloghttps://grenzland.club/~frotz
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frotz »
@frotz@grenzland.club

@randomwizard@social.vivaldi.net my dissatisfaction with healing isn't the method so much as the time, or lack thereof, required.
In Pathfinder 1E (the worst offender to me) once per round a cleric can drop spontaneous healing spells or channel burst heals. At this point healing just becomes another HP pool, and I don't like that.
@phf@tabletop.social ran an OD&D "tournament" style dungeon he made for some of us, and he was gracious enough to allow me to play a cleric. Healing one character for 1D6 hits over a full turn (10 minutes) does not feel like something that one does to "top up" hit points.
I'm so contrary that when I played in a bunch of 3E games back in the day I would play clerics who could spontaneously inflict, not cure, which made everyone not rely on me for anything other than "emergency" healing from a scroll they purchased or a slot I prepared.
Back to your point 🤣
I think first aid as a skill is fine, but in my opinion what it needs is a trade-off, like trading one of your 5 turns before the next wandering monster check to heal someone up.
Just my odd thoughts.

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    randomwizard »
    @randomwizard@social.vivaldi.net

    Those are some of the things I do not like, mechanically? socially?, about clerics. Usually the best strategy is to have the cleric load up on all cure light wounds spells. And then it is just kind of boring... oh, you need a healing spell, I guess I will use my combat turn to heal you.

    @frotz @phf

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      frotz »
      @frotz@grenzland.club

      @randomwizard@vivaldi.net
      Yeah, it is boring. If a channel or a cure spell took 10 minutes, I think it would be a lot different. I can see why people remove that kind of healing.

      @phf@tabletop.social

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