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May 3, 2021 at 4:49 history edited KRyan CC BY-SA 4.0
addressing comments
Apr 29, 2021 at 23:56 comment added KRyan @AndrewADeMarco In the middle of a combat? Often no, actually. A foe who is down is usually ignored—a foe who is barely standing is often killed outright. So healing someone in the negatives can be a dangerous choice around many enemies. Stabilize is often a better choice, because it prevents them from bleeding out but also doesn’t make foes target them. But better than that, almost always, is just ending the fight. Then once the combat is over, you can dig out your wand of cure light wounds and spend a minute or so zapping them back to full health.
Apr 29, 2021 at 21:33 comment added Andrew A DeMarco I would think have cure spells for emergencies like bringing someone back from negative HP would be a good thing, and being able to do that spontaneously is good
Aug 25, 2020 at 5:38 comment added Ben S. @YogoZuno My experience is kind of a mix. I've definitely had times when a channel or cure serious made the difference in a fight. I've also seen creatures kill PCs from full HP in a single round, which cure critical just can't keep up with (usually lots of attacks + high Str + Power Attack + 2h-weapon). It depends a lot on the kinds of monsters you fight and whether a dungeon is meant to be a test of endurance (can you beat this before you run out of spells, smite evils, bombs, etc.?) or a beatdown (can you beat this before it kills you?).
Aug 25, 2020 at 3:08 comment added YogoZuno Assuming you have enough downtime to cast all of those cure lights, or wait for all of those Infernal healings to finish. I mean, 10hp in a minute can be quite a long wait, for a 200pt Barbarian, right? But we'll have to agree to disagree here - I can think of many games that would have been a TPK with a healer relying on cure light wounds or infernal.
Aug 24, 2020 at 21:35 comment added KRyan @YogoZuno Right, that’s the “trap”—the way the game seems to suggest the cleric should be played, except it’s actually terrible. Cure spells usually heal less hp than you lose to even one attack, so by definition whenever you use one, you spent your turn only partially undoing one enemy turn—a losing formula. The only cure spell that should ever be used, really, is cure light wounds, and then only from a wand thereof, and then only between fights. Those spells are simply that bad. Pure mathematics. Unfortunately, the game’s text recommends exactly this, so players get “trapped.”
Aug 24, 2020 at 21:24 comment added YogoZuno Wow, my play experiences must be very different to yours. Most of the clerics I play with rely on Cure spells on top of channels during combat, and would be lost if they had no Cures spontaneously available.
Aug 24, 2020 at 19:27 vote accept Mage in the Barrel
Aug 24, 2020 at 18:19 history edited KRyan CC BY-SA 4.0
clarifying the initial point 2
Aug 24, 2020 at 12:20 comment added KRyan @nick012000 You could make that argument, but I wouldn’t buy it, not when several high-level fiends get it at-will and you can still use dictum or word of chaos on them.
Aug 24, 2020 at 6:51 comment added nick012000 Arguably, if you're fighting primarily Evil foes, the risk of being hit by enemies' Blasphemy spells is probably worth less than the benefit of being able to hit them with Holy Word.
Aug 24, 2020 at 3:00 history edited KRyan CC BY-SA 4.0
about neutral clerics
Aug 23, 2020 at 21:59 history answered KRyan CC BY-SA 4.0