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[WW] Healing




Our group has been playing D&D3E since October of last year and our
campaign is one of heavy action.  We were all big fans of Deadlands and
Weird Wars promises to be more of the same good, clean fun.  i have
noticed one thing about the D20 system though, and that's a great need
for healers to keep the group going.  One nasty turn of events and the
entire adventure can come to a halt in mid-session while the group of
heroes holes up somewhere for days on end.  The magical healing powers of
the Cleric take care of this problem, but how are these scenes playing
out in WW playtest?  Do you find that characters are spending most of the
adventure limping along at a fraction of their original hit points, or
are the medics able to heal via skill use or some other power?  

Happy gaming,

screenmonkey

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