Categories
Player Resources

Exploiting Racial and Class Abilities: Dwarven Resilience

The ability to heal your character without assistance from the party cleric was one of the biggest changes in 4e Dungeons & Dragons. It gave every character the opportunity to recover from a devastating attack by themselves. In the category of healing themselves, none are better than the Dwarf. Now, I’ve already stated the Dwarves Are The Best Raceand today I want to examine their defining racial feature: Dwarven Resilience.

Second Wind is a great ability allowing an player to use a standard action to heal. However, let’s be honest, no one likes to use their standard action for anything but rolling dice on an attack power. As a player I feel slightly cheated when I use my second wind. I recognize that it’s a tactical decision, but I would rather be using my standard action for attacking and rolling dice!

Categories
Player Resources

Your Best Resource: Healing Surges

One of your most important, yet overlooked resources as a PC, are your healing surges. Healing surges in 4e D&D are the difference between life and death. Effective use of those healing surges can mean the life or death of you and your companions.

Healing surges are a new mechanic to D&D that were introduced with 4e. No longer do you heal a certain amount of hit points by resting or from relying on the Cleric to have enough healing spells or the right combination of healing potions. Now every PC is equipped with the ability to heal themselves during and after battle.

Categories
Editorial

Greatest Hits 2009: I’m Your Cleric, Not Your Bitch!

While the Dungeon’s Master team enjoys some well-deserved vacation time, we’re breaking out the greatest hits and shining a spotlight on a few of our favourite articles from 2009. We’ve searched for hidden gems that our newer readers might have missed and our long-time readers will enjoy reading again. Enjoy a second look at these greatest hits from Dungeon’s Master.

This was one of the very first articles I ever wrote for Dungeon’s Master. I found it amazing that one of the guys at my gaming table came up with such an interesting way to play his character (in this case, a leader). At first I was kind of upset that this player would be so selfish and not do his job. But the more I thought about it I realized that each player can play his own PC however he wants. If the rest of the party doesn’t like it, then that’s just too bad for them.

When I wrote this I’d only ever played a defender and striker. So even though I agreed with this player’s decision not to heal until a PC used his second wind, I didn’t truly appreciate his point of view until I played a leader. After that I was 100% on board with this attitude.

Too many players assume that the leader’s job it to heal them… and that’s all they’re supposed to do. It’s these players more than any others that I think need to adopt the second wind first behaviour. Until you can appreciate the leader as an equally important part of the adventuring party and not just your personal medic, taking this kind of extreme view to healing is the best way to make your point.

Comments on the original article came down on equally on both sides of this debate. I think in the end it comes down to how the you want to play your PC if you’re the leader and for everybody else it comes down to an issue of respect for the other role and classes in your party.

Categories
Editorial Player Resources

I’m Your Cleric, Not Your Bitch!

“I am a defender of the faith, a holy warrior and a vassal of my deity. I am not in the party simply to heal your wounds!”

An interesting debate occurred within our gaming group recently. One of our healers, in this case the Cleric, decided that he will not use his Healing Word or any other power that allows others to use healing surges unless a) they are bloodied and b) they have already used their second wind. He is so adamant about following this guideline that he would rather take no minor action instead of healing the other PCs.