| Rhenny |
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The more we play, the more natural treat wounds and other medicine checks seem. In remote areas of a dungeon, our party secures an area, sets watches, and we try to spend 10-30 minutes to catch our breaths and make minor patches. We also search the area more thoroughly. At only 1st level, we don’t gain so much hp, but if we add 2-4 to a wounded pc it feels like we’ve done something to improve our condition.
In one of our groups, we have no cleric, but we do have a paladin. In a no cleric or healing caster (druids, alchemists, sorcerer that can heal, etc.) party, it is almost mandatory that pcs have at least a 14 Constitution to start.
The treat wounds (and later combat medic) will give us a chance to play without a cleric, which is important. Nobody should be forced to be “the cleric” if he/she doesn’t like playing it. Personally, I like playing clerics and I see great potential for great diversity and interesting choices for clerics in PF2.