Healing in combat - why should it not be needed?


Advice

1 to 50 of 196 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Hello everyone, I've been looking on these boards for an alternative healer to the cleric I currently play ( alt in case I die).
Every thread I read seems to say that you shouldn't be healing in combat, and I am wondering what we are doing wrong.

Normally encounters are fine and We go through well but when we encounter anything that is above a standard encounter level I end up doing a lot of healing.

At level 11-12 we are taking 50+ damage regularly on a single attack (there's always multiple foes) and we are having to hit 30+ AC, we also find spells ineffective against them as they Always save. We are playing Carrion Crown.

All that being said we are all old mates and have a blast gaming regardless of the outcome. But why are we always needing/performing healing in combat? Is Pathfinder a Min Max game for set adventures, we have mostly +2 items and we don't all have wonderouse items, is this where we are struggling?


Ideally speaking if the party has good teamwork, and the right spells are used damage can be mitigated because it becomes neccesary to heal. However if the GM just goes out of his way to make encounters hard enough that healing is needed, that may not matter.

Edit: Now that I see you are playing Carrion Crown which I am GMing I can say the GM is altering the NPC's if that is a common theme. A few(less than 5) monsters in that book have an AC of 30.


2 people marked this as a favorite.

I will also add that Carrion Crown has more expendable items, and less permanent items than most AP's, and that does not help either.


The pathfinder adventure paths are designed with a 'casual' player in mind who has not optimised his character at all. They should not be very difficult. However, carrion crown does have a reputation for being a little more difficult compared to other APs. If your players are absolutely terribly created you may have some issues, but without seeing the sheets it is impossible to say.

One issue might be that you are severely under-equipped. Adventure paths absolutely assume you have a certain level of magic items to remain on top of the encounters. You can see here that a 12th level character should have about 108,000 GP worth of magic items, most of which should be spent on attribute, AC and damage increasing items. Tabulate up how much your gear costs and see if it is roughly near this level. If it is much less (say, half this amount), you should probably mention this to your GM so he can adjust the loot he is giving you.

Another possibility is that your GM is fudging rolls to make the encounters harder than they actually are. If you aren't exaggerating on the 30+ AC thing (are you exaggerating?), I can tell you that not a single enemy in the level 11-12 adventure book has an AC of 30 or above. Personally I find a DM who fudges too much (especially in a pregen!) to be an absolute deal breaker on the fun front, but your mileage may vary.

In any of the above cases, your DM is the person to talk to.


Pintquaff wrote:
But why are we always needing/performing healing in combat? Is Pathfinder a Min Max game for set adventures, we have mostly +2 items and we don't all have wondrous items, is this where we are struggling?

To a certain extent, yes. But it's hard to say without knowing a lot more about your group. (Most characters of that level should have cloaks of resistance, and belts and headbands for attribute bonuses.)

A very well optimized group is less likely to need healing mid-battle.

An optimized & buffed barbarian or paladin might be killing a high level foe in a single full-attack.

A wizard played with high system mastery might be saying, "So, that type of enemy will have a low Will save. I'll use Glitterdust to get around their Spell Resistance. With my Conjuration focus and Intelligence of 27, that's around a 75% chance of blinding them."

Some players have played in that sort of group for a long time. For them, there's almost always something better they can do than healing. "I'll use Wall of Stone so they can only attack us one at a time." "I'll Plane Shift it into another dimension." They start to think of in-combat healing as a failure.

But don't let them tell you you're doing it wrong. If you can cast the Heal spell by this point, that's at least effective in-combat healing.


Thanks for the quick and helpful reply, I suspected what you said may be the case. In response to using spells for battlefield control I tend to buff players ( if they dont charge into battle first) and hold a reserve for healing. My ac is only 30 and foes never miss me so I try to avoid AOO at all costs so often I end up On the back line taking on the extra mobs that appear behind us and casting heals from behind the meat sheild. As I say it is great fun (some thing to be said about feeling like the underdog and winning) and I will not crtitisize a gm for playing the game he wants as he has put the time and effort into running the game. I just wondered if something was afoot. I'll consider this for an alt character.


2 people marked this as a favorite.

Usually comments on healing in combat are based on the premise that, ordinarily, damage from enemies will come in faster than healers can heal through it. As you've said, your foes are dealing out 50+ damage a hit, and you don't have spells or abilities that are likely to keep up.

But if that character can do something that will end the fight before the enemy can dish out that damage (hit him to kill him faster, use control to break up the battlefield, etc.), it has more effect than the healing they would do. I.e., you're "healing" through preventing damage by stopping the fight sooner, rather than reactively healing after the fact.

Playing the dedicated heal-bot can also lead to boredom for some people - some fights you're just standing there waiting for someone to get hit so you have something to do, other fights you're left frustrated because damage is coming in faster than you can do anything about. It can be a recipe for character fatigue if that's not what you're expecting (it's what happened to my oracle in my last game).

That said, though, if you enjoy healing in combat, and as long as you know to expect the swinginess of demand for it, it's not useless, and some party setups, party tactics, enemies, etc. will need it or find it highly beneficial. And, in the end, the game's about enjoyment, doing something that you like doing - if you like healing, go for it!

(Incidentally, for your original question, might I suggest a shaman for an alternate healer? They can pick up channel energy and life link through the Life spirit - channel energy helps for party-wide bursts of damage in combat and life link, along with the magic item Boots of the Earth, can cover your out-of-combat healing quite handily. Shaman also get access to some of the good witch hexes, which lets them have something very useful to do in combat when healing isn't needed.)


Pintquaff wrote:
My ac is only 30 and foes never miss me

Assuming you're playing Ashes At Dawn, most of the enemies have less than a 50% chance of hitting AC 30.


Again, thanks folks for your input, I will look at Shaman as it's a concept I have enjoyed in other games, is it a witch archetype?


1 person marked this as a favorite.

Hybrid of Witch and Oracle.


I played a PFS scenario that we started each combat with the merciful healer channelling a heal on the party to clear fatigue from a single PC.

That 'wasted' in combat healing allowed said PC to be effective in combat. (The PC had a class feature that couldn't be used while fatigued.)

~

The general rule stems from the 'fact' that there is 'always a more effective action'.

This is poppycock of course. The value of in combat healing is variable. A lot of the time it will be a secondary concern. Some times it is the difference between a TPK and success.


2 people marked this as a favorite.

It's not that in-combat healing isn't needed. It's just that in-combat healing is inefficient. Heal is the one exception to this, everything else is... well, bad. Really bad.

Let's use your example. 50 damage a hit, multiple enemies doing it. The second best healing spell (Cure Critical) is... 4d8+12. On average, 30 HP healed. At best 44 HP. And that's for one person. But everyone's getting hit, so you want to use it on more than one person. You can replace Heal with Mass Cure Moderate and heal... 2d8+10, for an average of 19 and a max of 26. That's not helping, that's just dying slower. I think even Channel Energy is better at that kind of healing. Instead of healing you could use Harm to deal 120 damage with a touch attack (60 if they make the save) and hopefully prevent the opponent from attacking again. Replace Harm with Heal for undead. If we go down to the level of Cure Critical there's Blessing of Fervor (haste-ish) or Holy Smite. Again, even if they make the save Holy Smite does damage. And of course there's always attacking with a weapon.

As I've frequently seen in the hyperbole (directly above me even!), it's not that you should never heal in combat. If healing will keep a combatant up and active because the opponent can down them, absolutely do it. But that's basically only edge cases and Heal, because the Cure line of spells kind of sucks. 50+ damage a single attack means your Cure Critical cures about 60% of an attack. Your standard action for 60% of theirs (unless they full attack, then it's way, way less).


3 people marked this as a favorite.
Bob Bob Bob wrote:
That's not helping, that's just dying slower.

If you're a healer supporting a competent damage dealer, then that damage dealer will win the battle for you as long as he doesn't die quickly. Healing half the damage he's taking will cause him to survive twice as long. Twice as long is usually enough. That's helping. Will it help more than casting Blessings of Fervor? Probably not, but you can't do that every round. Will it help more than attacking with a weapon? Depends on whether you're any good at melee.


3 people marked this as a favorite.

The "healing in combat is a waste/inefficient" mantra like most perceived wisdom on the web has to be taken with caution.

What is said on a forum may have no relevance to your game. These perceived wisdom's are always based on assumptions which might not apply to your game. If you are all enjoying yourselves you are doing nothing wrong.


in my experience APs tend to be rather stingy with magickal loot. Your party might be lacking in appropriate gear. High CR monsters are built in a way that assumes the party is using gear appropriate to the monster's level. Lack of said gear will create an im-balance and make the monsters harder than they should be.

Healing in combat can be necessary to keep people alive, but if the group survives the fight you can use methods to heal between battles. Wands, scrolls and potions and stuff are quick ways to do it. Anybody with at least a +0 modifier on use magic device can use a wand outside combat since failing to activate a wand does not expend a charge or cause any kind of negative side effects (you can basically take 20) Infernal healing, and infernal healing greater are really good options for such healing. the greater version would heal 40 hp with one single charge.

If you have a wizard in the group, he should have the stoneskin spell which grants DR 10/adamantine. he can use that on the heroes that are most likely to take the hits. There are spells and other ways to give someone a long-lasting fast healing/regeneration buff, but I can't think of too many examples right now (other than regeneration, which I don't think you're high enough to cast right now)

healing kits used with the healing skill can be a more time consuming option, but it's still cheap. the new unchained system improves the heal skill quite a bit, but i think it requires a feat to get the extra benefits IIRC. Some GMs may allow the use of a good quality horse-drawn carriage that the healer and patient can ride in while using the heal skill on the road.


A good strategist uses every tool at their disposal as circumstances require. Pathfinder is unusual in that in combat healing is viable, whereas in most other game systems it is not. There are plenty of situations when in combat healing is the right course of action. The best thing about in combat healing is that it is virtually guaranteed to work. I can't count the number of times I have decided to full attack and missed with everything or cast a spell only to have the spell fail due to SR or immunities or high saves. If I had instead chosen to heal someone my action would not have been wasted. Unless you have a lenient GM there is a lot that can go wrong in combat. If you have a GM that actively challenges the players, which in my experience is the majority, the relative certainty of in combat healing makes it a much more attractive strategy.


All of this assumes you care about being a party of optimized combat machines. There's still a place for Paladins and all their defenses/heals, but only because they have significant offensive output as well. If you've made a conscious choice to play a defensive healer/tanky sort of thing because you enjoy it or it sounds cool, then the relative power level of that playstyle shouldn't bother you.

Otherwise, read this:
It's not that you should never heal, it's that you should put off healing as long as is feasible so as to end fights sooner.

Fights get more and more deadly as time goes on. It only takes one failed save to die, one nat 20 from the right monster to go into negatives. A longer combat means you bet your life on a die roll more often and use up more of your limited resources. A war of attrition is just not in your best interest.

That's not to say you should build a complete glass cannon. You will have to make some saves, you will take some damage, but you should be getting those defenses to an acceptable level, then focusing on whatever win condition your party composition lends itself to. Crowd control through action denial, overwhelming damage, save or die spam and combinations thereof.


I have always felt that healing in combat adds to the combat. I see it as a medic in a war movie sometimes it needs to be done and adds drama.

Scarab Sages

1 person marked this as a favorite.

Here's the low down. Healing is valuable as an asset, but compared to others, less so. As mentioned, there are situations where healing is valuable, but... well, think of it this way.

From a pure numbers perspective, let's look at the 1st level spell, Shield of Faith. It is single target, lasts a full combat, and, statistically speaking, at your level, reduces enemy DPR by 15-20%. That applies to every attack, every enemy, all encounter, on one guy. The amount of damage prevented by this spell alone is probably worth more than your highest level healing.


Generally when people talk about healing being ineffective in combat, they're speaking in regards to hit points not being able to keep up with damage. Because of this, it's better to prevent your allies for taking damage in the first place and healing after combat (usually with a Wand of Cure Light Wounds) when keeping up with damage is not an issue. Condition removal is still a very good thing to have however, as many monsters can apply crippling effects with long durations. Still, if you can prevent from getting a condition applied you should but you won't always be able to predict what conditions a monster might apply. Carrion Crown does deal with undead though, so consider making use of Death Ward when needed.


Pintquaff wrote:


All that being said we are all old mates and have a blast gaming regardless of the outcome. But why are we always needing/performing healing in combat? Is Pathfinder a Min Max game for set adventures, we have mostly +2 items and we don't all have wonderouse items, is this where we are struggling?

Sounds like your group is similar to mine (all family in my case), where fun for all trumps any specific rule - although we home-brew so easier than tweaking an AP.

As a GM (and player), I like to have most of the combat encounters pushing the envelope of a player death. Its pretty common for a PC to go unconscious in my game (thinking over the last few months, probably 1/3 to 1/2 of the combats).

For our group that does a couple things. First those consumables (PoHealing) and spells from the cleric have more use beyond just a faster way to get back to full HP during rests. It adds a layer of tactics to the game, which makes the player think about taking a 5' step and downing a potion vs swinging away. Secondly its created some really nice RP and character development moments in combat where one party member stops to pull another to safety and treat their wounds/use healing potion. Lastly, those high-risk combats enhance our sense of enjoyment by adding that concern of losing the character you've invested in (and we do about 50% RPing).

If as you've mentioned your group's having fun with the style and environment your GM has created, he/she's probably caught on that you enjoy it and has looked for ways to keep that in the sessions. Playing a module or AP can also be less fun for players if they've read it or had spoilers, so your GM may also be tweaking things on purpose to enhance your experience. Dice tweaking GMs often go both ways, so don't feel like you're getting the raw deal.

If you're thinking about changing character styles when/if this PC dies, ensuring the GM knows what you're thinking well in advance can help them consider how the game will flow after that vs your current PC.


Davor wrote:
From a pure numbers perspective, let's look at the 1st level spell, Shield of Faith. It is single target, lasts a full combat, and, statistically speaking, at your level, reduces enemy DPR by 15-20%.

On a single ally who doesn't already have a deflection bonus. If you've all got Rings of Protection +2, it's not so great.

It's also worth remembering that any given combat buff is useful in proportion to how many rounds of combat it's going to be used for. So on the first round, a reduction of 10% to damage is pretty nice. By the third round, the combat is probably nearly over, so it's not going to make much difference.

On the other hand, a spell that lasts one minute per level might persist for several combats for a high level group.

Scarab Sages

Matthew Downie wrote:
Davor wrote:
From a pure numbers perspective, let's look at the 1st level spell, Shield of Faith. It is single target, lasts a full combat, and, statistically speaking, at your level, reduces enemy DPR by 15-20%.

On a single ally who doesn't already have a deflection bonus. If you've all got Rings of Protection +2, it's not so great.

It's also worth remembering that any given combat buff is useful in proportion to how many rounds of combat it's going to be used for. So on the first round, a reduction of 10% to damage is pretty nice. By the third round, the combat is probably nearly over, so it's not going to make much difference.

On the other hand, a spell that lasts one minute per level might persist for several combats for a high level group.

And that's fine. I'm just saying that a level 1 spell is generally better at keeping allies alive, if more situational. There are other examples, but the point I'm making is that you generally get more bang for your buck preventing damage than trying to heal through it.

Grand Lodge

1 person marked this as a favorite.

I don't think of it so much as "in combat healing shouldn't be needed" as "you don't want(/need) a dedicated healer."

Action economy is huge in Pathfinder. You rarely want your first (standard) action in a combat to be a pure heal. As long as you've got a plan for what you're going to contribute that isn't healing on the first and second rounds of each fight, you're fine. Which means if most of your fights are over by round three, you're likely to not get much payoff from investing in heals. But I've seen my share of characters that fire their Crossbow or something else equally pointless their first turn or two, because "they're healers." That's just extremely wasteful.

That said, I have a PFS Life Shaman that channels almost every fight, usually a couple of times. Fateful Channel is a great buff, Life Link makes it easy for channel to help multiple targets, and Quick Channel turns the action economy in your favor by letting you continue to buff early.


I always read the "never heal in combat" line too, usually from the same people who say:

Markov Spiked Chain wrote:
Which means if most of your fights are over by round three,

which, in my experience is rarely the case. Maybe a small, insignificant skirmish might be a three round affair. But not any significant show down.

I guess it all depends on what kind of game you're playing in, but I know in our game we are often obliged to heal in combat to avert death and combats are rarely resolved in 18 seconds.


A good part of it depends on your players, and your DM as well. If the game is run as "rocket tag" then damage is the most important thing. If, however, you have a sneaky DM who can really throw down on the battlefield and challenge even L20s to a 13-15 round combat and make it matter, you probably want some life-savers in your back pocket.

It doesn't mean it's all you do--it means it's a tool in your arsenal.


3 people marked this as a favorite.

Here's the argument:

If you spend your actions healing, the monster remains alive for another round and does more damage. But if you spend your action killing the monster, it dies and therefore doesn't do more damage. Then you heal after the fight is over.

Benefits:

1. The monster dies sooner so it does less damage so you can do less total healing.
2. The battle ends sooner so you use fewer real life minutes in that battle which leaves you more time for doing other things. In the same number of hours spent gaming, you explore more, roleplay more, and kill more stuff and find more loot and XP.

It's all good.

And it's all semi-theoretical.

Yes it works. For the right group with the right GM in the right encounters.

For everybody else it works a little bit until the encounter where it doesn't work and now you have one or more dead PCs, maybe a whole TPK.

I've found that the best solution is to have a dedicated healer who CAN save lives in combat when it's necessary but who can also use his actions to kill monsters and get those afore-mentioned benefits, hopefully most of the time. This requires a player who understands his class and BOTH playstyles well enough to use them each to the best advantage of the specific encounter. It also requires building a solid healer who is also (simultaneously) a solid killer.

As a GM, when I have someone in the role of a healer I often create magic items that lighten his burden - I gave my current healer's PC a "wrapping" he can wrap around the haft of his battle axe that lets him channel energy when he damages an enemy with his axe. He loves it; he can be a warrior and a healer. Sure, it breaks action economy but it lets the player NOT be a heal bot and I can compensate encounter difficulty a bit to keep it challenging without forcing him into a role he doesn't enjoy.


As other has said, it's not that healing in combat is bad, its simply a less efficient use of resources....generally speaking.

But this is a very broad statement.

To be sure, it sounds like your GM is making encounters much more challenging than they should be. Which may necessitate healing in combat more often.

In general it can be more efficient for a cleric to cast buff and other spells compared to casting healing spells, and then heal everyone up after combat (using wands). Of course, keeping a party member up and in the fight means keeping the action economy positive on your side, or at least not being reduced, in which case this can be more efficient than the other actions you may take.

And as others have mentioned this is simply because healing can't keep up with damage.

As a simple example, a 9th level cleric has 5th level spells. He's just gotten access to Breath of Life, Cure Light Wounds Mass, and Cure Critical Wounds was his previous most powerful healing spell. Cure Light Wounds Mass heals only 1d8+9 to everyone is range, for an average of 13.5 points of healing. Cure Critical Wounds heals 4d8+9 points of damage to a single target for 27. Breath of Life heals 5d8+9 for 31.5. Now lets consider a 9th level fighter. Let's go with +2 damage from weapon training, gloves of weapon training increase that to 4. Power attack adds 6 (9 damage if two handing). He probably has at least 20 strength for +5 damage (7 if two handing). If one of his attacks hits, he's probably going to deal (lets assume a great sword) 2d6+ 20 damage for an average of 27 damage, or 54 damage if both attacks hit. But this fighter isn't particularly optimized. He hasn't picked up weapon spec or greater weapon spec, he doesn't have a magic weapon, etc. So 27 damage per hit is a bit conservative.

Generally speaking your spending your action partially negating the action he just took (and took no limited resources to do so). You're using your only 5th level spell slot per day (not accounting for bonus spells from high wisdom) to do this too. But if you instead did something to reduce the enemy's combat effectiveness or remove him from the fight altogether, he deals less damage to the party and the party needs less healing overall.


Matthew Downie wrote:
Bob Bob Bob wrote:
That's not helping, that's just dying slower.
If you're a healer supporting a competent damage dealer, then that damage dealer will win the battle for you as long as he doesn't die quickly. Healing half the damage he's taking will cause him to survive twice as long. Twice as long is usually enough. That's helping. Will it help more than casting Blessings of Fervor? Probably not, but you can't do that every round. Will it help more than attacking with a weapon? Depends on whether you're any good at melee.

So that specific comment was about Mass Cure Moderate, which was an average of 19 (40% of a single hit). At a level where Channel Energy is 6d6 (average 21) and doesn't waste their highest level spell slot (which is why I mentioned that immediately afterward). Oh, and can be done as a move action with Quick Channel.

But for a moment, let's assume the healer can heal 50% of the damage the melee takes and the melee takes 50 each round.

If they have 50 HP, they die in a single hit.
If they have 100 HP, they'll last 3 rounds instead of 2 (a 50% increase).
If they have 150 HP, they'll last 5 rounds instead of 3 (a 66% increase).
If they have 200 HP (raging barbarian only?), they'll last 7 rounds instead of 4 (a 75% increase).
So it looks like as HP approaches infinity, extra rounds up from healing does approach double. Approach, not reach. And I'm pretty sure HP does not actually grow infinitely unless you continue leveling past 20.

Now, again, that's assuming no lucky rolls on the enemy's part or bad rolls on the player's part and that the healer is blowing their highest level spell every round. And it leaves out the cases like 75 HP where healing would be worthless (2 rounds either way). Oh, and is 100% fiction, as I already posted the numbers. The healer is healing one person for 60% of the damage or everyone for 40% (plus or minus good or bad rolls).

Now let's look at Heal.

At 50 HP, they still die in a single hit.
At 100 HP, 3 instead of 2.
At 150 HP, 5 instead of 3.
At 200 HP, 7 instead of 4.

Exactly the same as the previous example, only with a single spell. If we allow as many spells as the previous example, it's technically infinite (since Heal heals more than double the damage dealt).

So yeah, I stick by Heal being the only good in-combat healing spell. The others have their place, but that place is "if another hit might down that person and the Cure spell can actually heal enough". Prophylactic healing ties up the healer and burns through too many resources. I'm sure there are classes or class features that might fix this but without exceptional measures, Cure spells are trading a standard action for some fraction of a standard action of the enemy. That's a bad trade.


It sounds like your group might need better tactics. Read the Art of War by Sun Tzu.


I'm going to venture a guess that the OP's party probably doesn't finish every encounter in the "regulation" three rounds either, so there might be several assumptions that don't apply here.


Scythia wrote:
I'm going to venture a guess that the OP's party probably doesn't finish every encounter in the "regulation" three rounds either, so there might be several assumptions that don't apply here.

Then I'm doing it wrong too. I'd say 80% or more of my encounters go over 3 rounds. Maybe as many as 20% actually go into double digits.

Note: I'm only counting encounters of an equal CR or higher.

Grand Lodge

I didn't mean to imply that all combats are over within three rounds, or that there isn't a place for in combat healing. That wasn't an assumption, it was a conditional. ;) The "don't heal in combat" ideas are coming from people with a lot of three round rocket tag combats.

I do think healing can't be your only focus. You really need a character who's effective in the first three rounds of a fight, where healing is rarely optimal. Having it around for the occasional round two crit is useful, but can't be your only schtick.


DM_Blake wrote:
Scythia wrote:
I'm going to venture a guess that the OP's party probably doesn't finish every encounter in the "regulation" three rounds either, so there might be several assumptions that don't apply here.

Then I'm doing it wrong too. I'd say 80% or more of my encounters go over 3 rounds. Maybe as many as 20% actually go into double digits.

Note: I'm only counting encounters of an equal CR or higher.

That's why I used the quotes. The common wisdom on the forum is that fights only last three rounds, especially if players know what they're doing. It's not been my experience either.


DM_Blake wrote:
Scythia wrote:
I'm going to venture a guess that the OP's party probably doesn't finish every encounter in the "regulation" three rounds either, so there might be several assumptions that don't apply here.

Then I'm doing it wrong too. I'd say 80% or more of my encounters go over 3 rounds. Maybe as many as 20% actually go into double digits.

Note: I'm only counting encounters of an equal CR or higher.

Ditto. We just shut down for the night because I know an APL +3 encounter is going to take an hour IRL to run, and just not worth kicking it off until tomorrow. I'm not sure I've ever had a 3round combat, even in 1E days. Partially because I don't often use solo-monsters (less chance of a couple crits dropping it) and because I never use APL=CR encounters with this group due to its 4d6 stat build.

I did have a chase end in 3 rounds (way faster than I expected), 1 guy running, a couple high rolls by the rogue, and a nat20 on her tackle attempt - lights out. Which is to my point about rarely using solo-mobs, just no action economy and too easy for it to be a one-shot kill with a crit.


DM_Blake wrote:

Here's the argument:

If you spend your actions healing, the monster remains alive for another round and does more damage. But if you spend your action killing the monster, it dies and therefore doesn't do more damage. Then you heal after the fight is over.

Benefits:

1. The monster dies sooner so it does less damage so you can do less total healing.
2. The battle ends sooner so you use fewer real life minutes in that battle which leaves you more time for doing other things. In the same number of hours spent gaming, you explore more, roleplay more, and kill more stuff and find more loot and XP.

It's all good.

And it's all semi-theoretical.

Yes it works. For the right group with the right GM in the right encounters.

For everybody else it works a little bit until the encounter where it doesn't work and now you have one or more dead PCs, maybe a whole TPK.

I've found that the best solution is to have a dedicated healer who CAN save lives in combat when it's necessary but who can also use his actions to kill monsters and get those afore-mentioned benefits, hopefully most of the time. This requires a player who understands his class and BOTH playstyles well enough to use them each to the best advantage of the specific encounter. It also requires building a solid healer who is also (simultaneously) a solid killer.

As a GM, when I have someone in the role of a healer I often create magic items that lighten his burden - I gave my current healer's PC a "wrapping" he can wrap around the haft of his battle axe that lets him channel energy when he damages an enemy with his axe. He loves it; he can be a warrior and a healer. Sure, it breaks action economy but it lets the player NOT be a heal bot and I can compensate encounter difficulty a bit to keep it challenging without forcing him into a role he doesn't enjoy.

Something else that may help, I suspect, is variant channeling. I haven't played with it myself, but it looks promising. Perhaps let it act as a 'rider' to channel a certain number of times per day. Granted, it is a power boost--but it's another way to make healing fun.


As many people have pointed out generally it is better to use your action to end the fight faster. However if an ally is about to lose their actions then it may be worth preventing them from losing actions if their actions are better at ending a fight tan your actions.

Example: My group was in a pretty tough fight. Due to ale spells the party had sustained enough damage that another round of the enemies expected damage would leave the wizard dead and the damage unconscious. Our life oracle had a flame strike prepped but decided his actions were better spent healing everyone out past the danger zone.

Healing in combat does have it's place.


Really healing comes from one thing. Knowing you can't on your own end the fight before one party member takes more damage than that member can take.

One thing I've read is "you can take an action before THE monster."

Not always the case. Sure if it's 5 on one, you'll win the day power ranger style. But 5 on 4? Heal. Just think about your party, if one is hurting he's not going to run into combat like he normally would. That hurts their action economy too.

Just heal when it's needed. Usually when one player looks up and says "uhhh...I'm pretty hurt, guys". Generally a good clue.


One of the best "in combat" healers is the oradin build. Passive healing with the ability to "burst heal" as a swift (on yourself) while keeping combat capable.


My skull and shackles group loves the skald lesser celestial path of glory options. Made the alchemist take healing bombs as well. The end of a fight is spent usually spending half a dozen rounds mosh pit regening


1 person marked this as a favorite.
Scythia wrote:
DM_Blake wrote:
Scythia wrote:
I'm going to venture a guess that the OP's party probably doesn't finish every encounter in the "regulation" three rounds either, so there might be several assumptions that don't apply here.

Then I'm doing it wrong too. I'd say 80% or more of my encounters go over 3 rounds. Maybe as many as 20% actually go into double digits.

Note: I'm only counting encounters of an equal CR or higher.

That's why I used the quotes. The common wisdom on the forum is that fights only last three rounds, especially if players know what they're doing. It's not been my experience either.

Barring dice acting up, reinforcements, a crazy number of enemies or some kind of chase, I honestly have no idea how anyone gets into double digit combat rounds. Even (or especially) at level 1, if you hit a CR 1 enemy (and you should at least 60% of the time) you should kill it. If you don't it should only need on more attack. Unless there are 10+ CR 1 enemies, a party of 4 people should mow through that.

Oh sure, I've had fights where it seems everyone misses for 2 rounds straight, but even those wrap up long before 6 rounds. The math of the game doesn't really support fights going past 5 rounds without something strange going on or sub-par (not merely below average) characters. I'd be immediately suspicious of fudging in all cases of a fight going past 6 rounds. I'd love to hear the details of a fight going past 6 rounds with no fudging involved or one of the above noted exceptions.


2 people marked this as a favorite.

Basically, there are a few scenarios in which in-combat healing is useful (when the enemy does a relatively small amount of damage, when you're very low-level, when you really need one person to be up to do something, and corner cases). That said, you should definitely spend the majority of your time ending fights. An ounce of prevention truly is worth a pound of cure. Commanding a deadly enemy to run past three AoOs is much more effective than curing your friend for a third of what that enemy can dish out.


Anzyr wrote:
The math of the game doesn't really support fights going past 5 rounds without something strange going on or sub-par (not merely below average) characters. I'd be immediately suspicious of fudging in all cases of a fight going past 6 rounds. I'd love to hear the details of a fight going past 6 rounds with no fudging involved or one of the above noted exceptions.

Recently I had a battle with a Will O Wisp - that went on for quite a few rounds because the group couldn't hit its Armor Class even when they could see it, but they had a wand of Cure Moderate Wounds that could negate the damage it inflicted.

A battle consisting of multiple waves of weak enemies will often become the kind of drawn out affair where healing becomes urgent. If the party attacks a fortress-style dungeon and the alarm is raised then four or five CR-appropriate encounters will start to converge on the PCs.


Anzyr, you do understand that sub-par and below average mean the same thing, right?

Sub: below
Par: average

~

I have had combats last into the double digits, generally because of 'monster' in combat healing.

Baddie in combat healing tends to lead to PC death. Why? Because the baddies can fight longer.

Seems to point to the value of in combat healing.

~

I'm sure that we can all agree that in combat healing is generally a sub-par option. But there are occasions when it saves the party.


1 person marked this as a favorite.

One other scenario that can make in combat healing effective is if your party has the means to spread the damage out and then you can heal them all at once.

Examples:

If I have one ally that takes all the damage (say 50 points) I cannot keep up it each round with a single effect (unless I have heal and then I'm better waiting until it will heal as much as possible without my ally dropping).

However if my team can spread those same 50 points across the entire party (say 4 people) then each person only takes say... 15 damage (yes this more than 50, but lets go with it). Now I can channel energy and heal everyone fully. This would be effective since I can keep up with the damage we take each round (and use channel energy, possibly preserving both my higher level spells and with the right feats, standard action as well).

BUT this depends on the party being able to spread the damage, and me having the means to heal in mass.

Healing in combat always has a place, but that doesn't mean it should be the first thing you want to do. It works best if you can spread the damage because most of the spread options for healing keep up with the single target heal options too.


1 person marked this as a favorite.
Brother Fen wrote:
It sounds like your group might need better tactics. Read the Art of War by Sun Tzu.

I've read Sun Tzu's art of war (or to be precise an English translation of it). To summarise he advocates using strategy and diplomacy to avoid combat. Whilst I agree with his point of view, I don't see how it is relevant to healing magic.


Anzyr wrote:
Scythia wrote:
DM_Blake wrote:
Scythia wrote:
I'm going to venture a guess that the OP's party probably doesn't finish every encounter in the "regulation" three rounds either, so there might be several assumptions that don't apply here.

Then I'm doing it wrong too. I'd say 80% or more of my encounters go over 3 rounds. Maybe as many as 20% actually go into double digits.

Note: I'm only counting encounters of an equal CR or higher.

That's why I used the quotes. The common wisdom on the forum is that fights only last three rounds, especially if players know what they're doing. It's not been my experience either.

Barring dice acting up, reinforcements, a crazy number of enemies or some kind of chase, I honestly have no idea how anyone gets into double digit combat rounds. Even (or especially) at level 1, if you hit a CR 1 enemy (and you should at least 60% of the time) you should kill it. If you don't it should only need on more attack. Unless there are 10+ CR 1 enemies, a party of 4 people should mow through that.

Oh sure, I've had fights where it seems everyone misses for 2 rounds straight, but even those wrap up long before 6 rounds. The math of the game doesn't really support fights going past 5 rounds without something strange going on or sub-par (not merely below average) characters. I'd be immediately suspicious of fudging in all cases of a fight going past 6 rounds. I'd love to hear the details of a fight going past 6 rounds with no fudging involved or one of the above noted exceptions.

In our games we rarely encounter enemies in the open. Enemies also tend to be spread out and some combatants may arrive a few rounds after the fight starts. So our combats tend to have an ebb and flow to them making in combat healing a good option.


1 person marked this as a favorite.
Boomerang Nebula wrote:
Brother Fen wrote:
It sounds like your group might need better tactics. Read the Art of War by Sun Tzu.
I've read Sun Tzu's art of war (or to be precise an English translation of it). To summarise he advocates using strategy and diplomacy to avoid combat. Whilst I agree with his point of view, I don't see how it is relevant to healing magic.

You must have gotten one of the versions that omits the chapter about the best usage of onmyoji. I bet it was also missing the chapter about shaolin monks and how many hundreds of men you need to defeat one. You have to watch out for those budget translations.


Scythia wrote:
Boomerang Nebula wrote:
Brother Fen wrote:
It sounds like your group might need better tactics. Read the Art of War by Sun Tzu.
I've read Sun Tzu's art of war (or to be precise an English translation of it). To summarise he advocates using strategy and diplomacy to avoid combat. Whilst I agree with his point of view, I don't see how it is relevant to healing magic.
You must have gotten one of the versions that omits the chapter about the best usage of onmyoji. I bet it was also missing the chapter about shaolin monks and how many hundreds of men you need to defeat one. You have to watch out for those budget translations.

Ha ha, perhaps you are correct.


Encounters can easily go on for more than 3-4 rounds, however once the actual "real" fight starts, it will be over in those 3-4 rounds or at least at the point that it is just mopping up straglers.

Exceptions include waves of enemies, hit and run tactics, party trying to conserve resources(either being very low already or just expecting lot of fighting to come), enemies that have an ability that makes hurting them extremely difficult(swarms would be a good example at low levels)or dice just screwing everyone over. Others exist naturally but point is that unless the fight is somehow unorthodox for lack of a better term the 3-4 rounds more or less holds true.

Healing in combat is a fools game mostly. Exceptions are breath of life(because of the rider) and heal(because it exceeds damage taken in most cases.). However if the healing can keep a party member in the fight for 1 more round and their actions would be more effective than your own alternative offensively then it is good. Also if said party member could actually die, then it might be prudent if you can still win with sacrificing efficiency in this combat for keeping that person around for the future without having to rely on the resurection spells. So short answer to why isn't in combat healing smart usually? Action economy.

Now I should note that when I am talking about healing here, I mean strictly HP restoration. Status removal on the other hand is extremely valuable to have. Your pouncing barbarian will not be much use if they
are blind.

It also seems that OPs party is seriously undergeared, coupled with GM increasing the challenge of the opposition. So the party has lower offense and lower defense than intended, while opposition has both of those increased.

1 to 50 of 196 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Healing in combat - why should it not be needed? All Messageboards

Want to post a reply? Sign in.