mikestrauss
Squire
Across a variety of threads I have seen arguments that healers are more or less necessary in 2.0 and/or arguments that earth casters will need to focus more or less on healing in 2.0. I believe the intent of the designers is that healing remains roughly equally necessary, or possibly even slightly less necessary. But intent doesn't always translate to results, so this thread is designed to look at the nitty gritty of the rules changes and see what they suggest for the future.
At least for this initial post, I will just try to list every meaningful rules change and attempt to group them into categories of how much they increase or decrease availability / need for healing.
Increased availability:
Healing spells at every level
-> (subset of above) Greater variety of options in potions
Healer paragon path
Healing storm spells
-> (subset of above) Storm Augmentation (for healing storm spells)
Decreased availability:
Magic item reduction across the board
Increased need:
Higher starting body
Hearty skill
Decreased need:
Higher armor values
Fast Refit skill
Intercept skill (for some usage)
Counteract skill
That is almost certainly not an exhaustive list and if I have missed something big, please point it out. The biggest factors on there, IMO, are the increased availability of healing spells (roughly a 250% increase including storm spells) and the decrease in magic items (hard to summarize).
The next two biggest factors (significantly lower in my opinion) are the hearty skill and the higher armor values. I expect higher armor values to result in a roughly 25% to 30% increase in armor value. Given the cost, I expect the average character to take Hearty no more than 1 per 50 xp and the average to be closer to 1 per 75 xp (maybe 100 xp). For a fighter, that is a roughly 33% increase in body. For a scholar, it is a roughly 100% increase in body.
While the introduction of the Hearty skill looks like it overwhelms the armor increase (though that is far from a sure thing), I think the massive increase in available healing will overwhelm the loss of magic items (especially with the new skills and rituals).
I think the "cost" of healing will go down, but that is simply an opinion.
-MS
At least for this initial post, I will just try to list every meaningful rules change and attempt to group them into categories of how much they increase or decrease availability / need for healing.
Increased availability:
Healing spells at every level
-> (subset of above) Greater variety of options in potions
Healer paragon path
Healing storm spells
-> (subset of above) Storm Augmentation (for healing storm spells)
Decreased availability:
Magic item reduction across the board
Increased need:
Higher starting body
Hearty skill
Decreased need:
Higher armor values
Fast Refit skill
Intercept skill (for some usage)
Counteract skill
That is almost certainly not an exhaustive list and if I have missed something big, please point it out. The biggest factors on there, IMO, are the increased availability of healing spells (roughly a 250% increase including storm spells) and the decrease in magic items (hard to summarize).
The next two biggest factors (significantly lower in my opinion) are the hearty skill and the higher armor values. I expect higher armor values to result in a roughly 25% to 30% increase in armor value. Given the cost, I expect the average character to take Hearty no more than 1 per 50 xp and the average to be closer to 1 per 75 xp (maybe 100 xp). For a fighter, that is a roughly 33% increase in body. For a scholar, it is a roughly 100% increase in body.
While the introduction of the Hearty skill looks like it overwhelms the armor increase (though that is far from a sure thing), I think the massive increase in available healing will overwhelm the loss of magic items (especially with the new skills and rituals).
I think the "cost" of healing will go down, but that is simply an opinion.
-MS