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D&D (2024) What innovative elements from Baldur's Gate 3 would you like to see implimented in 2024 D&D?

It's not more unfair, it's that the consequences of it being unfair are more concerning.
There's also a sense of feel-bad that I think is much greater with healing than with damage dealing. I don't know why but to me it always feels bad to roll low on HP when you heal or drink a potion or whatever... It feels much worse than when you roll low when dealing damage.
 

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It's not more unfair, it's that the consequences of it being unfair are more concerning.
So the concern about the consequences is greater. Does this mean that when you roll for healing you are a bit more nervous than say, an attack roll, damage, initiative, or hit points for your new level? Like, is there a weight to the roll that makes you "insert superstition" to your dice because you have a greater want to roll high?
There's also a sense of feel-bad that I think is much greater with healing than with damage dealing. I don't know why but to me it always feels bad to roll low on HP when you heal or drink a potion or whatever... It feels much worse than when you roll low when dealing damage.
If something feels worse, there is no denying that it can influence from how a player sees classes, potions, spells, etc. It's a great point. I personally have never really felt that way rolling healing, but if it is because of the gated long rests or the consequences are more concerning, I can definitely see this as a great reason.

Can I ask one question: Does it also go both ways? If you feel worse rolling low for healing, then do you also swing high rolling well? (In my experience, damage and attack rolls are both high and low swingers. I am just curious if it is that way for you regarding healing.)
Damage output can slow down, but is unlimited, while healing is gated by long rests.
The gate thing is an interesting take when it comes to healing and far outreaches just this conversation. I mean, it could also be turned around and used as a narrative tool - something many seem to want from the game. Imagine a group traversing a dangerous area and needing to stop because they just can't continue. Their fighter is exhausted. Their wizard is hurt. Their cleric's communion to their god is weak. And their inventory is low. That scene could happen because of low healing rolls. It can be used to increase tension.

Of course, so much of the gated long rest is DM dependent, it matters little to the discussion.
 

Vaalingrade

Legend
So the concern about the consequences is greater. Does this mean that when you roll for healing you are a bit more nervous than say, an attack roll, damage, initiative, or hit points for your new level? Like, is there a weight to the roll that makes you "insert superstition" to your dice because you have a greater want to roll high?
No? I'm not sure where these leading questions are meant to go, but I'm more annoyed that the actual survivability of my character should be random.

When you roll HP, you can be permanently more prone to dying. When you roll healing, you can waste an action on top of leaving your character more prone to dying. That's compared to just not hitting or not picking the lock and getting the treasure.
 


The narrative solution would be to make those abilities conditional. I'm sure players wouldn't mind reviewing a dozen different variables every turn to see if a certain mastery was available or not.
I really can't tell if this is serious or not. The idea of checking a dozen or so variables, on top of everything else going on, seems agonizing.

We let the player pick for the same reason don't we check to see if the moons are in alignment or our distance from a ley line to cast a spell. Keeping them limited but player facing just allows them to decide when to use it without jumping through a bunch of hoops.

Why do we have 1 head bonk per short rest? Because the opportunity for a good head bonking only comes up every so often in interesting action. But rather than the player asking "are we there yet?" over and over, the player just gets to declare it. The DM is free to present additional head bonking opportunities.
 

I've been really enjoying the changes, and will be adding some to my game, particularly the weapons to spice up combat. But something I wanted to highlight was how it basically treats class/background as a proficiency. A wizard would get their proficiency bonus to identify a wizard spell regardless of Arcana proficiency, but advantage if they have Arcana. I was playing Karlach and noted when she got advantage for Barbairan Athletics to rip a door off its hinges. It kind of reminded me of the core aspect of Fate.
 

No? I'm not sure where these leading questions are meant to go, but I'm more annoyed that the actual survivability of my character should be random.

When you roll HP, you can be permanently more prone to dying. When you roll healing, you can waste an action on top of leaving your character more prone to dying. That's compared to just not hitting or not picking the lock and getting the treasure.
The leading questions are simply to make sure I don't misunderstand your logic. Sorry if they seem intrusive or gotchya sttyle questions. They are not meant to be.

I guess what I do not understand is you not hitting a creature and doing no damage that round can lead to you just as quickly dying as a variable healing roll. You missing a saving throw due to a poor dice roll can definitely lead to a much quicker death than not healing at least half your hit points during a short rest. This is even more true for lower levels.

So, I do not understand, or rather, cannot equate how having a solidified "heal half" leads to greater game stability, as opposed to say, averaging damage.

But we all have top of the hill perspectives about some things. I understand this could be one.
 

Vaalingrade

Legend
I guess what I do not understand is you not hitting a creature and doing no damage that round can lead to you just as quickly dying as a variable healing roll.
Not really. I lose an opportunity, but I have a whole party that can take the target down, draw its attention, etc.
You missing a saving throw due to a poor dice roll can definitely lead to a much quicker death than not healing at least half your hit points during a short rest. This is even more true for lower levels.
One save should no longer be enough to kill you. BUT with a garbage HP roll, you are permanently down and with a garbage short rest, you are permanently down way more than you would have been, affecting you for one or more whole encounters.

It's asymmetrical unfairness. If it only affects you for one action or one turn, that's one thing. It it creates an ongoing problem you have no means of remedying, that's another. And maybe the short rest heal wouldn't be a problem if combat healing in 5e wasn't outright, intentional dogwater.
 

I hear you. I think I just think that my play experiences have led me to a different conclusion. Which, if I remember correctly from a conversation several years ago, your table has some very narrow margins for error regarding combat. Which would make sense why this means so much. Thanks for taking the time to explain it.
 

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