| Post/Author/DateTime | Post |
|---|---|
| #1PhobosApr 13, 2010 11:04:35 | Anyone have any good ones? My group often has no real "I want to be a Cleric" type person, and while some classes have a bit of a healing power, I hate to force them and stock them with potions all the time for treasure. So... I allow heal check surges. Anyone can apply a healing surge as a full round action with a basic DC 10 (DC 15 if bloodied) check. Why DC 15 when they need it more, simply because you're badly hurt. Yes, it's pretty much a non bonus (no AC bonus or whatever else you migth get) second wind. Failure simply means loss of a surge, and no value healed. Success means loss of a surge, and full surge healed. Most players do not abuse it, no one wants to give up a full round action if they don't have to, but it helps keep them alive and kicking. |
| #2nightwalker450Apr 13, 2010 11:19:59 | Actually you're making it even tougher. The Heal Skill allows a heal check as a standard action DC 10 to allow the target use their second wind (without the AC boost). If you want to have the essence of a leader, without requiring someone to be the leader. Possibly look at creating a group power. Group Resurgence Party Power Encounter (Special) Healing, Reliable Minor Action Ranged special Special: The party can use this power twice per encounter, but only once per round. At 16th level, the party can use group resurgence three times per encounter. Target: One ally Attack: (Skill) vs. 15 Heal: Adjacent Ally Diplomacy: Ranged 5 Intimidate: Ranged 5 Endurance: Self Only Hit: The target can spend a healing surge and regain an additional 1d4 hit points. The amount of additional hit points regained is 2d4 at 6th level, 3d4 at 11th level, 4d4 at 16th level, 5d4 at 21st level, and 6d4 at 26th level. Require a skill check in order to get the power to work. There are quite a few drawbacks in comparison to a normal leader, add/remove as you feel fit: Ranged power draws opportunity attacks, only Endurance allows for self, 1d4 progression, instead of 1d6 progression. Its only a minor action to use, but there is a chance for failure (DC 15), but it is reliable, so if they fail they still can try again without wasting uses. Haven't used this, just something I thought up and threw together. |
| #3alitainApr 13, 2010 11:41:05 | Are you wanting healing for more in combat or out of combat? In combat, well if you don't have anyone who's a leader that's the choice of the group. Our group made out fine enough without a leader, I was playing a paladin so the small use of lay on hands helped and I never did anything to increase it though there is a feat or two. But aside from that, I stand by the fact that unless you want to give them say a healing amulet or something, or they buy potions, then the players just have to use second wind and any abilities they have to keep alive or they die. Out of combat healing, that's simple just let them go to NPC healers at a temple or whatever. We do this generally for loss of limbs and such, once we return from a mission or dungeon. But yeah out of combat isn't really a big deal since you the players can use a heal check to use second wind or a healing surge and such. |
| #4PhobosApr 13, 2010 11:55:44 | Not realizing I didnt state it, this is in combat healing. Out of combat healing (still during adventure or where no NPCs exist) I have always allowed them to spend healing surges free of skill, but when you have no true healer in combat healing can be trucky. |
| #5KruskApr 13, 2010 15:20:47 | Not realizing I didnt state it, this is in combat healing. Out of combat healing (still during adventure or where no NPCs exist) I have always allowed them to spend healing surges free of skill, but when you have no true healer in combat healing can be trucky. Go read the heal skill as written in PHB 1. It does this, but better. Also, consider giving everyone a free multiclass feat, and "suggest" a couple people grab leader ones. |
| #6pluisjenApr 14, 2010 4:06:04 | Not realizing I didnt state it, this is in combat healing. Out of combat healing (still during adventure or where no NPCs exist) I have always allowed them to spend healing surges free of skill, but when you have no true healer in combat healing can be trucky. Out of combat you can spend as many healing surges as you want as per the rules ![]() Personally I'd let the group figure this one out. It's very possible to play without any leader type with some minimal investment from them. Make use of Second Wind, get some defensive items (an Amulet of Life is really good, for example) and keep yourselves alive. You don't need to come up with any extra rules. My group has no leaders either and they manage. It's a bit harder for them to stay on their feet, but they can beat the encounters so far. |
| #7warlawkApr 14, 2010 16:59:28 | Battle clerics beat face. Warlords can get right in there and mix it up. Blow a feat on a superior weapon and leaders can get right in there causing some pain. You're not going to push out striker level damage, but you can really lay down some hurt. If your players absolutely refuse to play leaders, sounds like they have already made their choice. I've been away from the game for a bit, so I haven't kept up with new releases, but I've seen references to the Runepriest being a good offensive leader as well. Even a leader built for damage can do well in keeping the group ticking along. If the players completely refuse to play one, and even refuse to drop a feat into MC to pick up a little healing then they are deliberately avoiding that option. I personally would see no reason to provide a workaround or alter the treasure to provide more potions. They've made their choice, and will need to play accordingly. |
| #8stargazer_dragonApr 30, 2010 2:57:11 | There are 2 things I would sugest 1 there are a lot of powers encounters and espetialy daily even a decent number of at wills that grant temp hp small heals or allow healing surges, the fighter has a few as do a lot of other classes also multiclass feat for a daily heal power If thats not fun for your players and you want them to have access to more heals simply change second wind to a at will power, game balence wise it realy wouldn't make that much of a difrence as it does take a standard action while most true heals are only minor actions and it isn't nearly as good as a real healing power however allows the players to heal themselves as needed as long as they still have healing surges left. quick question: I know healing skill can allow anouther player to use there second wind without the defence bonus as a free action however can this use be used on a fallen allie if they havn't used there second wind if not it might be a good house rule is so that would be kinda handy use of it. |
| #9pluisjenApr 30, 2010 3:07:30 |
This works. In fact, it's a damn good tactic, that allows anyone to help an ally back into the fight. Most players even save up their Second Wind for this very use. |
| #10stargazer_dragonApr 30, 2010 3:10:14 | kinda figured it would be allowed but wanted to make sure thanks for the feedback on it. Making second wind a at will would definatly fix the issue of not having a healer prety well without removing the benifit of having one as a healer type can often heal more in bonus healing then the healing surge it'self heals Further I don't think second wind being a at will would be unbalenceing however changing the fluff a touch might be good |
| #11halfdanloresongMay 01, 2010 14:48:26 | On my group page I post things about my Sci-fi D&D game which I call "Beyond Dimensions", I currently only have one healing class, that of which I call the Medic. The medic is a combination of a magic and technology user, the class is armed with a medical gun that heals the teammates with a beam of medicine. This does not have any charges or use MP, it is just a major action, along with that I try to make my healing class a very unique, because I know a large major of players would prefer to be damage class rather than just heal. But however that is not always the class, at some point in encounters, the medic class is a very needed class, this is for the mains stats it uses, the abilities and more. Like I said earlier I try to make every class unique, so the medic has variations of healing abilities, damage, and checks. One skill he can use is to poison his gun and cast it on the enemy, another one is, if an ally is within range of your healing, you can heal the ally along with another person. community.wizards.com/kingsofmetal My group page is here, it is free to join and post, we could use more members ![]() |
| #12brashnirMay 03, 2010 5:25:28 | I've houseruled Healing potions. by RAW, Healing potions use a healing surge and return a fixed number of HP. My house rule is that the PCs can use one Healing Potion for "free" (without spending a healing surge) per day, and another for each milestone they reach in a day. So basically, they're treated like a second pool of action points. This does effectively extend the adventuring day by effectively increasing the party's total healing power, but I find that it's a fine compromise for a healing-light party. The cheap potions heal such a low number of HP at higher levels that they don't become a cheap cure-all like the old Wand of Cure Light Wounds scenario in previous editions. |
| #13stargazer_dragonMay 03, 2010 15:49:04 | is kinda a nice way to use the potions, similar could be gained by granting a extra healing surge at each milestone |