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The rationale for this was stated as "However, we’ve had consistent feedback that the cleric could use channel energy too many times, especially now that there’s easy out-of-combat healing with Treat Wounds, making clerics feel too powerful and mandatory.".
Um, wouldn't it be better to add moar ways of healing or reduce it's requirement (less monstery damage), if 'mandatory' is a problem?
Indeed, the new Cleric has 0 channel if she has Cha10, and 4 channels if she has Cha18.
I think I might have to move one of my Wis boosts to Cha then >.<
I'd have made it 1-3 at first level, but I guess that didn't fly. In either case, Treat Wounds is a thing, so that's fine.Still needs a spell list update.
Yes please..Or..maybe 1 every 3 levels, or something?
Treat wounds could prolly use some work too. I was treating our ranger and it took forever - she's all range and dex and has zero con bonus...and I have expert medicine. I feel it's just tooo slow, and that maybe um every rank of medicine should add +1/level or something?
Oh, I read in another thread that take-10 isn't a thing anymore (weird!). Please don't let our DM know. I use it with Treat Wounds all the time ^.~
Why don't we just play starfinder?
We do play Starfinder here.
If they updated it with that nifty 3-action round thingy, we would probably be ignoring the playtest entirely ^.~
yeah I dont get it either. so pointless. with treat wounds, the channel nerf was just unfun. made no sense to me.
Yah! I have Heal 1 (and 2 now) with Healing Hands, and it hardly feels good enough with all of the hit points floating around now >.< I used to make up some of the difference with all of my channels, but now I only have two t.t