] There are a lot of changes to various parts of the game that allow things to run in various ways without a cleric & some that even add up to something that allows the game to work fine without a healer. Healing surges are an optional rule on dmg266 that goes above the already solid foundation for "you don't need a cleric!" already baked into the rules.It's really simple. Hit Dice are there so they can claim "look, you don't need a Cleric to play 5e!". Some people manage to run games without healing classes just fine, with a few back end adjustments, and I presume, ample short rests.
I played a lot of AL and home games where the 6-8 encounters benchmark was not the standard, and you basically get all your resources back at the end of the adventure, so I have never used hit dice. Which, now that I think about it, explains some of my frustrations with the healing mechanics the game has.*
Between adventure healing is just handwaved, so I'm solely focused on trying to keep the party going in combat, and getting rid of goofy status effects that you can't shake off under your own power.
And it turns out, if you have good healing options, you really don't need Hit Dice at all, making them fairly vestigial for some games.
*I do remember an adventure in AL where the Bard's Song of Rest came up, but as a Fighter, I could just Second Wind my way to full hit points, and I was also giving out temps with Inspiring Leader so I never needed to bother with them.
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