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Healing as a Playstyle in Pathfinder 2e
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<blockquote data-quote="ReshiIRE" data-source="post: 9330547" data-attributes="member: 7031231"><p>Bouncing off this, I do wish there were more spells with Heal and Harm's design and more spells that take one action. The variable usage of actions is a great demonstration of the advantages of the three actions per turn system, both by allowing you to create powerful effects, increase tactical strategies by giving players the chance to make risky choices that can pay off, and by making people engaged by making them ask:</p><p></p><ul> <li data-xf-list-type="ul">Do I only Heal myself with the one action and then try to hit these enemies with an AoE?</li> <li data-xf-list-type="ul">Do I risk potentially reviving or healing enemies by using a three action Heal, because we desperately need it?*</li> <li data-xf-list-type="ul">Should I use it now, even if this combat ends earlier, just to end it?</li> </ul><p></p><p>I think the fact that Harm heals undead or creatures with void healing is great design as well. With the right party, a Cleric who takes the Harm font is not just a caster who can afford to take a lot more utility than normal and rely on Harm to deal damage, but also one that can heal up certain members of the team, and, in most circumstances, avoid healing enemies.</p><p></p><p>* I do like that Pathfinder 2e empowers GMs to decide whether a creature either dies or is destroyed on reaching zero HP or gains Dying and has to roll to recover. I use this a lot to give my PCs a chance to save enemy NPCs (as my PCs generally don't want to kill people), and it opens up a design space where Healing in an AoE can cause problems if it brings up an enemy. It leads to some fascinating calculations.</p></blockquote><p></p>
[QUOTE="ReshiIRE, post: 9330547, member: 7031231"] Bouncing off this, I do wish there were more spells with Heal and Harm's design and more spells that take one action. The variable usage of actions is a great demonstration of the advantages of the three actions per turn system, both by allowing you to create powerful effects, increase tactical strategies by giving players the chance to make risky choices that can pay off, and by making people engaged by making them ask: [LIST] [*]Do I only Heal myself with the one action and then try to hit these enemies with an AoE? [*]Do I risk potentially reviving or healing enemies by using a three action Heal, because we desperately need it?* [*]Should I use it now, even if this combat ends earlier, just to end it? [/LIST] I think the fact that Harm heals undead or creatures with void healing is great design as well. With the right party, a Cleric who takes the Harm font is not just a caster who can afford to take a lot more utility than normal and rely on Harm to deal damage, but also one that can heal up certain members of the team, and, in most circumstances, avoid healing enemies. * I do like that Pathfinder 2e empowers GMs to decide whether a creature either dies or is destroyed on reaching zero HP or gains Dying and has to roll to recover. I use this a lot to give my PCs a chance to save enemy NPCs (as my PCs generally don't want to kill people), and it opens up a design space where Healing in an AoE can cause problems if it brings up an enemy. It leads to some fascinating calculations. [/QUOTE]
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Healing as a Playstyle in Pathfinder 2e
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