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| #1FrogReaverJun 13, 2015 23:03:40 | Inspiring leader: gives you and your allys temp hp which makes them harder be KO'ed during a fight
Healer: This is a great between combat heal. It can also pick up 0 hp allies for the cost of your action. It can also be used to heal in combat for the price of an action.
At level 1 Inspiring leader will likely give +3 temp hp. Healer can heal an average of 8.5 hp.
Provides 35.2% of the hp that healer will.
At level 20 inspiring leader will likely give +22 temp hp. Healer can heal 24 + 1d6 = 27.5 hp.
Provides 80% of the hp that healer will.
----------------------------------------------------------------------- Some things to consider. 1. Going into a battle with more total hp is better than being required to use your actions during the fight for healing. This is because having a higher hp pool works better than trying to restore a lower hp pool. 2. Healing can often overheal your maximum hp which means you are actually losing out on the total amount of healing. 3. If you try to wait till you won't overheal a PC then he will be significantly easier to kill until you do. 4. Inspriing leader doesn't work as well with other PC's temp hp granting abilities and spells.
Level 1: Healer is very likely to overheal an ally or the ally is likely to be very easy to kill if you don't risk over healing the ally. Inspiring leader makes it much less likely that you or an ally will be KO'ed in a fight
Level 20: Healer only provides a little more hp. Inspring leader is likely much better at this level.
Personally these considerations means inspring leader is actually a better feat than healer even for non-cha primary classes (as long as they can get about 14 cha) |
| #2AshrymJun 13, 2015 23:34:07 |
The overheal isn't that bad because it's still likely healing more than inspiring leader prevents. The overheal doesn't matter if the target is healed 5 points and overheals 3 because 5 is still more than inspiring leader. Level 1 doesn't last long anyway and there are levels 2 and 3 where overheal chance drops before another feat option becomes available, usually 8th or 12th level as ability scores often take priority. Overheal isn't much of an issue. |
| (Reply to #2)FrogReaver |
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| #4AshrymJun 14, 2015 0:15:42 |
Disagree. Not all targets are 14 CON wizards. Some are 20 hp fighters at 2nd level. Most classes use d8's or better so have 17 hp at 2nd level when the healer feat averages 9.5 so good at just under half hit points and more likely lower. It's still much more than inspiring leader at those levels with or without the overheal. |
| #5FrogReaverJun 14, 2015 0:40:52 | Let's look over 2 encounters. In each encounter the wizard gets hit for 1d6+2 damage.
Inspriing leader 3 temp hp and 8 hp. You will have between 3-8 hp left.
The Healer wizard will have between 0-5 hp left. This wizard has a 1/6 chance he just died.
------------------------------------------------------------ After the combat the healer wizard will use his feat and heal. He will have 1-5 hp + 1d6+5 hp = There's a very high chance he goes back to full hp.
So I have the inspring leader wizard with 3-8 hp
I have the other wizard with 8hp and healer.
Let's look at being hit by a weaker monster this next batte. The monster will do 1d4 damage.
this gives the monster a 1/4 chance to kill the first wizard whose hp was 4 and a 2/4 chance to kill him if his hp was 3. There was a 1/6 chance for 3 hp and a 1/6 chance for 4 hp. That means 1/6*1/4 + 1/6*2/4 = 1/24 + 2/24 = 3/28 = 1/8 chance the inspirinig leader wizard is killed.
There is 0% chance this monster kills the other wizard ------------------------------------------------------------- So in this example the healer feat wizard dies 1/6 of the time over these 2 combats and the inspiring leader dies 1/8 of the time over these 2 combats.
Different scenarios can yield drastically different results. But the point is that the healer feat restored more hp than inspiring leader provided temp hp and yet the inspiring leader wizard was more likely to live and live longer in this scenario than the healer wizard. |
| (Reply to #4)FrogReaver |
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| (Reply to #4)FrogReaver |
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| (Reply to #5)Ashrym |
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| (Reply to #8)FrogReaver |
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| #10VeleriaJun 14, 2015 1:00:30 | I don't think the answer can be solved with simple mathematics. In a dynamic game like dungeons and dragons The needs of the players will change as the day progresses. You may find template points more valuable at the beginning of the day and healing more valuable at the end. Ideally your party can work together and have access to both |
| #11FrogReaverJun 14, 2015 1:05:39 | Just to reiterate. My premise began with the notion that temp hp were alot better than an equivalent amount of healing. I don't think this point can be argued with.
The question is. How much better to prevent being KO'ed are temp hp vs healing. In other words how much healing is needed for every temp hp to be roughly equal in strength. The answer to this question depends on whether you are more concerned with dying from a few lucky hits in a single battle or 2 or if you are more concerned with dying due to running out of hp during a grueling adventuring day.
Early levels I'm not as concerned with having my hp whittled down throughout the day as I am about a few unlucky hits in a battle leading to me being KO'ed. It's apparent the healer feat protects more from that. If your concern is that your hp pool will just not last the whole adventuring day then healer is much much better. Personally, I'm more concerned with a few unlucky hits killing me in a single battle than I am of running out of hp for the whole adventuring day. As such Inspiring leader does more for that and also gives extra hp for the adventuring day as well. |
| (Reply to #10)FrogReaver |
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| (Reply to #9)Ashrym |
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| (Reply to #13)FrogReaver |
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| (Reply to #14)Ashrym |
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| (Reply to #15)FrogReaver |
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| #17MistwellJun 14, 2015 10:40:41 | The big issue here is that at many tables apparently, you can string short rests together. IE, you heal someone using the heaing feat, they rest an hour, you heal someone using the healing feat, they rest an hour, you heal someone using the healing feat. So for 2 hours rest, they get three uses of the feat. You can't do that with inspiring leader. |
| #18MazzyJun 14, 2015 12:46:39 | Inspiring Leader: Pros: Takes you over your max so is of greater value before a brutal encounter than healer. Powerful with low HP companion creatures like familiars and ranger beast companions should the DM allow it. Cons: Not usuable during combat should someone drop. Stat dependant. Does not stack with certain class abilities and spells (Rally, False Life, etc.)
Healer: Pros: Heals more on average than Inspiring Leader prevents. Option to use during combat to revive fallen party members should you not have a PC with healing word. Short rest stacking can yeild generous heals should the DM allow it. Can be used on certain summoned creatures, like undead, that normal heals cannot be. Cons: High risk of over-healing. Costs gold and equipment space.
Both have generally tested well from what I have seen. Honestly I think it mostly comes down to the one that matches the flavor of the PC. Are you a doctor or a warlord? |
| (Reply to #16)Ashrym |
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| #20melloredJun 14, 2015 20:59:04 | you missed a few points. overall i agree the edge goes to inspiring leader, but there pretty close. and healer might win at low levels. |
| (Reply to #19)FrogReaver |
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| (Reply to #20)FrogReaver |
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| (Reply to #21)Ashrym |
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| #24melloredJun 15, 2015 5:26:38 |
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| #25melloredJun 15, 2015 5:32:16 | Really it comes down to...
Unconditional THP. vs Conditional HP. |
| (Reply to #24)FrogReaver |
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| #27MistwellJun 15, 2015 8:31:29 |
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| #28FrogReaverJun 15, 2015 8:33:14 | Let's look at higher damage attacks 1d12 + 3.
The Inspiring leader has a 3/12 chance of being KO'ed in one hit. (1/4) The healer has a 6/12 chances of being KO'ed in one hit. (1/2)
**Keep in mind I'm having the healer feat used just out of combat because it takes an action in combat to heal and this is for simplicity to keep both characters on the same attack and number of attacks schedule. If you want to bring in mid combat healing with healer into the mix then I expect your numbers and calculators to be as detailed as mine. I'm not going to do it for you and I won't accept less.
Also before I continue on with the math you do realize how detrimental it is to both you and the party to go down on the first hit you take? Having a 50% chance to do that in this situation is rough.
Let's look at what would happen if I took another hit. Inspiring Leader is betwee 1 and 10 hp exactly 3/4 of the time.
Guaranteed KO on 1, 2, 3 and 4 hps 11/12 KO chance on 5 hp 10/12 KO chance on 6 hp 9/12 KO chance on 7 hp 8/12 KO chance on 8 hp 7/12 KO chance on 9 hp 6/12 KO chance on 10 hp
This translates into 3/4 * 1/10 * ( 1 + 1 + 1 +1 + 11/12 + 10/12 + ... + 6/12) = 61.875% chacne of being KO'ed if you wansn't on the first attack. This equals 86.875% chance of being KO'ed in one of those two attacks.
Let's also look at what would happen if the healer feat character took another hit without healing. 1- 6 left exactly 50% of the time.
1, 2, 3, 4 hp left is guaranteed KO on next attack. 11/12 chance of being KO'ed on 5 hp. 10/12 chance of being KO'ed on 6 hp.
= 1/2 * 1/6 * (1+1+1+1 + 11/12 + 10/12) = 47.9167% chance of being KO'ed. This comes out to a 97.9167% chance of being KO'ed in one of those 2 attacks.
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Now let's look at what would happen if that combat ended and a new combat began.
I'll give the inspiring leader a 100% chance to be back at max hp for ease of calculation even though his actual chance is slightly lower than this.
He now has a another 50% chance of being KO'ed in the 2nd combat. This translates into a 75% chance of being KO'ed over those 2 encounters assuming the 2 attacks hit.
The Inspiring leader has a combined 86.875% chance over those two encounters.
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| #29melloredJun 15, 2015 10:03:41 |
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| #30MistwellJun 15, 2015 10:08:51 |
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| (Reply to #24)Ashrym |
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| (Reply to #26)Ashrym |
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| (Reply to #28)Ashrym |
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| #34melloredJun 15, 2015 10:40:34 |
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| #35melloredJun 15, 2015 10:42:07 |
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| (Reply to #29)Ashrym |
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| (Reply to #34)Ashrym |
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| #38NoctaemJun 15, 2015 11:01:59 |
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| (Reply to #35)Ashrym |
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| (Reply to #38)Ashrym |
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| #41NoctaemJun 15, 2015 11:19:48 |
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| #42melloredJun 15, 2015 11:23:21 |
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| #43ClutchboneJun 15, 2015 12:21:57 | I guess I should point out that Healer works very well with a Thief's Fast Hands ability (heal with a bonus action), making in-combat healing more viable.
Also, party-wide temp HP are less valuable if 1/2 or 3/4 of the party never get hit at all. |
| #44melloredJun 15, 2015 12:21:22 |
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| (Reply to #44)Clutchbone |
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| #46melloredJun 15, 2015 12:26:33 |
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| #47melloredJun 15, 2015 12:28:34 | Hmmm...
Giving your faimilar 25 THP is rather useful. And nothing says you can't inspire skeletons....
Conjure pixies would work too, but that eats into your summon time. |
| (Reply to #46)Clutchbone |
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| (Reply to #41)Ashrym |
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| (Reply to #42)Ashrym |
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| (Reply to #47)Ashrym |
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| #52crimfan07Jun 15, 2015 19:13:58 | Inspiring Leader is also useful for a character like a Sorcerer, who might not ordinarily be a healer type but for some reason has the ability to help allies. |
| #53FrogReaverJun 16, 2015 0:21:55 | A few observations:
Healer actually has worse in combat performance the more allies that are present. It takes an action and your move and possibly an OA to use healer on any ally that needs it. If all party members end up needing healed during combat that's 4 actions being used in that combat. That's potentially 2-3 OA's on you. The ability of healer to be used in combat for healing is looking less and less generally useful to me.
That is why I chose to relegate healer to being used outside combat so these tradeoffs wouldn't come into play. If someone actually wants to bring up the fact that healer can be used during combat too then let them find some way to incorporate it's drawbacks into that analysis. Given these drawbacks I think it's apparent to most why I didn't include mid combat healing of the healer feat in any of my comparisons. I think it's obvious why the healer feat should be relegated to out of comebat healing except in the most opportune situations.
Please remember I'm fine with seeing someone claim that the healer feat can be used in combat but I'll let them figure out the math for it's drawbacks in that comparison. Until those drawbacks of using it during combat are at least admitted and an honest attempt to include them into the comparison is made I believe my option of not including the ability of the healer feat to heal during combat into the comparison is actually the best method we have for comparing the feats right now. |
| (Reply to #53)Ashrym |
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| #55melloredJun 16, 2015 9:36:39 |
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| #56JackOfAllTiradesJun 16, 2015 9:18:38 | Some adventuring groups would have no problem getting both feats.
After all, the benefits of Healer and Inspiring Leader will stack. |
| (Reply to #54)FrogReaver |
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| (Reply to #55)Ashrym |
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| (Reply to #57)Ashrym |
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| #60melloredJun 17, 2015 5:47:28 |
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| #61NoctaemJun 17, 2015 6:23:25 |
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| #62MistwellJun 17, 2015 10:28:27 |
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| (Reply to #62)FrogReaver |
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| (Reply to #62)FrogReaver |
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| #65melloredJun 17, 2015 10:32:44 |
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| #66NoctaemJun 17, 2015 10:49:48 |
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| (Reply to #66)FrogReaver |
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| (Reply to #60)Ashrym |
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| #69MistwellJun 17, 2015 10:59:34 |
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| (Reply to #68)FrogReaver |
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| #71MistwellJun 17, 2015 11:01:47 |
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| (Reply to #71)FrogReaver |
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| (Reply to #69)FrogReaver |
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| (Reply to #63)Ashrym |
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| (Reply to #74)FrogReaver |
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| #76MistwellJun 17, 2015 11:34:35 |
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| #77MistwellJun 17, 2015 11:45:22 |
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| #78FrogReaverJun 17, 2015 11:47:57 |
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| #79melloredJun 17, 2015 12:06:05 |
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| (Reply to #70)Ashrym |
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| #81melloredJun 17, 2015 13:02:36 | More HP is better then less HP
More actions availible is better then less actions availible.
HP sooner is better then HP later. |
| (Reply to #75)Ashrym |
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| (Reply to #78)Ashrym |
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| (Reply to #79)Ashrym |
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| (Reply to #81)Ashrym |
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| #86melloredJun 17, 2015 13:30:40 | Healer is more HP yes. |
| (Reply to #80)FrogReaver |
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| #88melloredJun 18, 2015 2:13:03 | so we all agree that healer is better at 1, and inspiring leader is better at 20. |
| (Reply to #88)FrogReaver |
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| #90melloredJun 18, 2015 10:38:33 | assuming 16 Cha... 3+level / 7.5 + level
1 = 0.47 4 = 0.61 8 = 0.71 12 = 0.77 16 = 0.81 19 = 0.83 |
| (Reply to #90)FrogReaver |
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| (Reply to #91)Ashrym |
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