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Proposed Fix for Whack-a-Mole Healing
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<blockquote data-quote="discosoc" data-source="post: 7074401" data-attributes="member: 6801554"><p>To be fair, this isn't really an issue with waiting to heal people until after they've dropped. It's entirely an issue with 5e not providing proper healing spells that can outpace damage. Like, what's the point of running into melee and healing someone for a 3d8 boosted Cure Wounds when the enemy is probably doing at least that in damage each round?</p><p></p><p>I get that 5e would rather have players doing something offensive than just healing to win through attrition, but the end result is healing *is* kind of useless in almost all cases while in combat. Every once in a while I'll see a clutch heal where a cleric does something like a 6th level Cure Wounds, but even that (very high level) seems pretty bad considering the slot level used.</p><p></p><p>I've got ideas to fix it, but they mostly come down to reworking the Cure Wounds spell to have a similar mechanic as the SCAG blade spells; if you attack as part of the spell casting, it has a nice secondary effect like healing for some extra or granting temp hp or resistance to the next source of damage taken, etc.. Basically something that not only provides some healing, but also a defensive buff and an offensive component that keeps the caster in the fight.</p></blockquote><p></p>
[QUOTE="discosoc, post: 7074401, member: 6801554"] To be fair, this isn't really an issue with waiting to heal people until after they've dropped. It's entirely an issue with 5e not providing proper healing spells that can outpace damage. Like, what's the point of running into melee and healing someone for a 3d8 boosted Cure Wounds when the enemy is probably doing at least that in damage each round? I get that 5e would rather have players doing something offensive than just healing to win through attrition, but the end result is healing *is* kind of useless in almost all cases while in combat. Every once in a while I'll see a clutch heal where a cleric does something like a 6th level Cure Wounds, but even that (very high level) seems pretty bad considering the slot level used. I've got ideas to fix it, but they mostly come down to reworking the Cure Wounds spell to have a similar mechanic as the SCAG blade spells; if you attack as part of the spell casting, it has a nice secondary effect like healing for some extra or granting temp hp or resistance to the next source of damage taken, etc.. Basically something that not only provides some healing, but also a defensive buff and an offensive component that keeps the caster in the fight. [/QUOTE]
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Proposed Fix for Whack-a-Mole Healing
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