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5e, Heal Thyself! Is Healing Too Weak in D&D?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8623087" data-attributes="member: 6790260"><p>Well, to be honest, I'm not sure there IS a way to fix the problems with the system as it exists. As you say, just beefing up healing doesn't actually fix the problem, because low level slots become plentiful at high level and high level spells are inaccessible (at low level) or a bit <em>too</em> precious (at most higher levels). 5e has the variant rules for treating hit dice like healing surges, but HD are still individually small (1dX plus Con mod doesn't ever quite match total HP, and each individual HD becomes less and less of your total, rather than staying very close to 1/4th), and that does nothing to limit the opportunity to heal, which was a critical factor in 4e healing (Leaders could not heal more than a couple times per combat unless they invested in further healing powers...which were themselves either encounters or, more often, dailies.) Adding in hard limits to how frequently a character can be healed in a single combat now, even with a "revised edition"-style update on the horizon, will likely draw just as much ire as, or possibly more than, keeping WAM/pop-up healing. And strangling the supply of healing even further will simply exacerbate the narrowness of the space between "the party is unkillable!" and "welp, that's an accidental TPK," especially in the earliest levels where 5e is incredibly deadly. It'll also even further cement the "no support characters, don't go for teamwork, think of your own contribution first" gameplay that doesn't seem to be what most critics of WAM/pop-up healing want to see.</p><p></p><p>Of course, this just mostly leaves me bitter that I had tried to speak up about issues like this during the playtest and got soundly ignored or accused of being a hater (in other places, I wasn't much active in ENW at the time).</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8623087, member: 6790260"] Well, to be honest, I'm not sure there IS a way to fix the problems with the system as it exists. As you say, just beefing up healing doesn't actually fix the problem, because low level slots become plentiful at high level and high level spells are inaccessible (at low level) or a bit [I]too[/I] precious (at most higher levels). 5e has the variant rules for treating hit dice like healing surges, but HD are still individually small (1dX plus Con mod doesn't ever quite match total HP, and each individual HD becomes less and less of your total, rather than staying very close to 1/4th), and that does nothing to limit the opportunity to heal, which was a critical factor in 4e healing (Leaders could not heal more than a couple times per combat unless they invested in further healing powers...which were themselves either encounters or, more often, dailies.) Adding in hard limits to how frequently a character can be healed in a single combat now, even with a "revised edition"-style update on the horizon, will likely draw just as much ire as, or possibly more than, keeping WAM/pop-up healing. And strangling the supply of healing even further will simply exacerbate the narrowness of the space between "the party is unkillable!" and "welp, that's an accidental TPK," especially in the earliest levels where 5e is incredibly deadly. It'll also even further cement the "no support characters, don't go for teamwork, think of your own contribution first" gameplay that doesn't seem to be what most critics of WAM/pop-up healing want to see. Of course, this just mostly leaves me bitter that I had tried to speak up about issues like this during the playtest and got soundly ignored or accused of being a hater (in other places, I wasn't much active in ENW at the time). [/QUOTE]
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