Players who choose to play the jerkass, and DMs who tolerate it. If your character hates the party, wants nothing to do with the party, and steals from the party, why the fuck would the party keep you around?
Both DnD campaigns I have played with completely unrelated groups of friends had a guy doing this. In both cases the DM said we'd have to fight them off to make them leave. In one the dude was a total minmaxer who would have smoked any of us, and did happily. In the other the character died to an enemy in combat and rerolled the same character. It's completely put me and my partner off of tabletop RPGs.
As a result, nearly every geek social group of significant size has at least one member that 80% of the members hate, and the remaining 20% merely tolerate. If GSF1 exists in sufficient concentration — and it usually does — it is impossible to expel a person who actively detracts from every social event.
I have a strict no-PvP rule at my table. No matter what the excuse is the characters have to be people who work together and to some extent trust each other. No exceptions. I'm too old to deal with the rogue who steals from the party or the evil barbarian who for some reason is running around with five paladins.
It is funny that, if you allow Fast Hands Thief feature to apply to potions and the like as a bonus action (RAW they don't, but a lot of people allow it), Rogues kind of become the best non-magical healers. Made a 'Thief' for a one shot that was a doctor, taking the 'Healer' feat, and DM allowed fast hands to make that a bonus action (stretching the rules a bit, but w/e, its a one-shot).
Interesting to see how many Rogue class features can make sense as a doctor or non-magic intellect character. Perhaps not too surprising that Pathfinder's Investigator is pretty mechanically similar to Rogues.
RAW, in 5e? You'd just have to reflavor healing magic. But depending on what you're going for, shouldn't be too hard of a homebrew, and there's a lot of classes it could fit into, depending on what you're going for. Healing is relatively plentiful, and could be powered by money (aka buying potions), magic, or class features like channel divinity or lay on hands. Especially since something like Ranger does get healing spells, easiest way would probably just give Ranger a spell to make healing arrows.
In Pathfinder 2e, the alchemist class can just yeet healing elixer at people to heal them at base, and there's a crossbow that can deliver elixers with its 'bolts'. RAW, it has to be damaging, but honestly I don't think it really makes a difference to allow it to load healing into it. If you were set on doing an archer, should be simple to swap crossbow to normal bow.
Yeah not necessarily an archer, just some kind of mundane ranged healer. Making it damaging but also restorative would be an interesting twist too, like you'd have to be proactive with healing or buffs in order to not accidentally kill people in the process. Maybe healing over time to minimize the number of times you're shooting people lol
Yeah, nothing like that exists too similarly in 5e, probably the closest being the 3rd level feature for the Purple Dragon Knight, which lets your Second Wind also heal nearby allies with a encouraging shout. So you're solidly in homebrew territory, with the biggest thing to watch for is how often you can heal people. Just tie it to something you can't spam and it should be fine; like the healer feat only working on each specific person once per rest.
Lots of ways to make it work in pathfinder 2e tbh, but the game has a specific focus where anyone that has any focus on the medical skill will have enough healing to make sure every is pretty much always full health outside of combat, no magic needed, and some way to more limitedly heal in combat non-magically. Along with a few classes getting free elixers everyday, including the Herbalist being allowed to use nature instead of crafting/medicine, it shouldn't be too hard to get any class ranged non-magical healing ('multiclassing' is pretty easy in PF2e, you just swap your own classes level up abilities for anothers, with some level restrictions).
Players who choose to play the jerkass, and DMs who tolerate it. If your character hates the party, wants nothing to do with the party, and steals from the party, why the fuck would the party keep you around?
Both DnD campaigns I have played with completely unrelated groups of friends had a guy doing this. In both cases the DM said we'd have to fight them off to make them leave. In one the dude was a total minmaxer who would have smoked any of us, and did happily. In the other the character died to an enemy in combat and rerolled the same character. It's completely put me and my partner off of tabletop RPGs.
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It's Geek Social Fallacy #1:
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I have a strict no-PvP rule at my table. No matter what the excuse is the characters have to be people who work together and to some extent trust each other. No exceptions. I'm too old to deal with the rogue who steals from the party or the evil barbarian who for some reason is running around with five paladins.
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It is funny that, if you allow Fast Hands Thief feature to apply to potions and the like as a bonus action (RAW they don't, but a lot of people allow it), Rogues kind of become the best non-magical healers. Made a 'Thief' for a one shot that was a doctor, taking the 'Healer' feat, and DM allowed fast hands to make that a bonus action (stretching the rules a bit, but w/e, its a one-shot).
Interesting to see how many Rogue class features can make sense as a doctor or non-magic intellect character. Perhaps not too surprising that Pathfinder's Investigator is pretty mechanically similar to Rogues.
How feasible is it to make an archer healer with something like salve sacs on their arrows?
RAW, in 5e? You'd just have to reflavor healing magic. But depending on what you're going for, shouldn't be too hard of a homebrew, and there's a lot of classes it could fit into, depending on what you're going for. Healing is relatively plentiful, and could be powered by money (aka buying potions), magic, or class features like channel divinity or lay on hands. Especially since something like Ranger does get healing spells, easiest way would probably just give Ranger a spell to make healing arrows.
In Pathfinder 2e, the alchemist class can just yeet healing elixer at people to heal them at base, and there's a crossbow that can deliver elixers with its 'bolts'. RAW, it has to be damaging, but honestly I don't think it really makes a difference to allow it to load healing into it. If you were set on doing an archer, should be simple to swap crossbow to normal bow.
Yeah not necessarily an archer, just some kind of mundane ranged healer. Making it damaging but also restorative would be an interesting twist too, like you'd have to be proactive with healing or buffs in order to not accidentally kill people in the process. Maybe healing over time to minimize the number of times you're shooting people lol
Yeah, nothing like that exists too similarly in 5e, probably the closest being the 3rd level feature for the Purple Dragon Knight, which lets your Second Wind also heal nearby allies with a encouraging shout. So you're solidly in homebrew territory, with the biggest thing to watch for is how often you can heal people. Just tie it to something you can't spam and it should be fine; like the healer feat only working on each specific person once per rest.
Lots of ways to make it work in pathfinder 2e tbh, but the game has a specific focus where anyone that has any focus on the medical skill will have enough healing to make sure every is pretty much always full health outside of combat, no magic needed, and some way to more limitedly heal in combat non-magically. Along with a few classes getting free elixers everyday, including the Herbalist being allowed to use nature instead of crafting/medicine, it shouldn't be too hard to get any class ranged non-magical healing ('multiclassing' is pretty easy in PF2e, you just swap your own classes level up abilities for anothers, with some level restrictions).