Rebecca |
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Just wanted to add that neither of my groups had a cleric so far, adventures on lvl 1 and 4 have been fairly easy.
For Healing we had an alchemist and a paladin on level 1, a wildshape druid and a divine sorcerer on 4 the sorcerer was competent enough on his own to heal the group, natural healing helped in between fights to take on a couple of encounters every day.
On my own encounter testing optimized clerics made most fights/adventures almost trivial in the damage department, they had some healing spells prepared which seemed almost unnecessary especially with a second healer (paladin or druid) on board.
Curious about this - in our level 1 group we were all (3 fighters and a bard) at about half hp after the first doomsday dawn fight, and one character used a hero point to not die in fight two. Then we rested overnight, got back to half hp (adding about 3 each, as I recall) and promptly went to fight three, where another fighter had to use hero point and we went and rested. We put out lots of damage, but the monsters did this as well, and the non-cleric healing we had was totally insufficient (sooth doing d6+4, as I recall, and the level * con overnight).
My current position is that every party needs a cleric, perhaps an alternative healer as well (for when the cleric is beaten up) and I sense a problem in society play, where the table composition is "random."