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Most frustrating quirk of 5E?
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<blockquote data-quote="schnee" data-source="post: 7536293" data-attributes="member: 16728"><p>Well, I know when healing was slower it forced us to approach all combat with much more trepidation and scheming. This edition, I have a hard time getting players to do anything but charge in and attack.</p><p></p><p>In 1E, we did a lot more in the way of traps, ambushes, scouting, setting up unfair advantages, and shenanigans like 'cast Glyph of Warding on a bunch of small flat pieces of stone, put them on the floor around the corner, and lure the bad guys in to it'. When you get worn down easily and can't reliably heal up every morning, then you definitely tread more carefully and plan more.</p><p></p><p>I think it removes some of the potential to apply pressure on the characters in a low-key way that drives them forward and makes the game more engaging. It also rewards cleverness, stealth, gathering intel, and <strong>parlaying / negotiating</strong> far more than charging in and sucking up HP of damage to bounce back to 100% tomorrow.</p><p></p><p>I think if I reduced healing, I'd reduce some monster hit points as well, so combats are less of a multi-round slugfest, and the rewards for getting surprise and engaging with the game in a more strategic manner are more rewarded.</p><p></p><p>Hell, I'd be happier if they even ended up with <em>more</em> hit points than now at the end of the day if it made them sweat - and think - more.</p></blockquote><p></p>
[QUOTE="schnee, post: 7536293, member: 16728"] Well, I know when healing was slower it forced us to approach all combat with much more trepidation and scheming. This edition, I have a hard time getting players to do anything but charge in and attack. In 1E, we did a lot more in the way of traps, ambushes, scouting, setting up unfair advantages, and shenanigans like 'cast Glyph of Warding on a bunch of small flat pieces of stone, put them on the floor around the corner, and lure the bad guys in to it'. When you get worn down easily and can't reliably heal up every morning, then you definitely tread more carefully and plan more. I think it removes some of the potential to apply pressure on the characters in a low-key way that drives them forward and makes the game more engaging. It also rewards cleverness, stealth, gathering intel, and [B]parlaying / negotiating[/B] far more than charging in and sucking up HP of damage to bounce back to 100% tomorrow. I think if I reduced healing, I'd reduce some monster hit points as well, so combats are less of a multi-round slugfest, and the rewards for getting surprise and engaging with the game in a more strategic manner are more rewarded. Hell, I'd be happier if they even ended up with [I]more[/I] hit points than now at the end of the day if it made them sweat - and think - more. [/QUOTE]
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Most frustrating quirk of 5E?
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