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*Dungeons & Dragons
Proposed Fix for Whack-a-Mole Healing
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<blockquote data-quote="The Crimson Binome" data-source="post: 7074853" data-attributes="member: 6775031"><p>That's an interesting theory, but it doesn't really get at the underlying problem, which is abundant <em>out</em>-of-combat healing.</p><p></p><p>This edition is (nominally) based around the theory of attrition, where you're supposed to get worn down over the course of six fights, so that not every fight needs to be a battle-to-the-death in order for it to matter. Except, due to the excessive availability of out-of-combat healing (hit dice and resting, in particular), that doesn't really hold up in practice. You never really go into a fight with low HP, even near the end of the day. And the response to that is for the party to conveniently face much tougher monsters, who are <em>capable</em> of eating through your overly-generous HP allotment in a single encounter, because any encounter that can't potentially kill someone has zero consequences.</p><p></p><p>If you get rid of hit dice, and you slow down natural healing to a reasonable rate, then you don't <em>need</em> to fight monsters that can deal damage <em>faster</em> than you can possibly heal it. You can go ahead and fight a monster that only does ~20 damage per round, even if you can Cure for ~30 with a single spell, because healing-per-round would no longer be the limiting factor in over-all survival.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7074853, member: 6775031"] That's an interesting theory, but it doesn't really get at the underlying problem, which is abundant [I]out[/I]-of-combat healing. This edition is (nominally) based around the theory of attrition, where you're supposed to get worn down over the course of six fights, so that not every fight needs to be a battle-to-the-death in order for it to matter. Except, due to the excessive availability of out-of-combat healing (hit dice and resting, in particular), that doesn't really hold up in practice. You never really go into a fight with low HP, even near the end of the day. And the response to that is for the party to conveniently face much tougher monsters, who are [I]capable[/I] of eating through your overly-generous HP allotment in a single encounter, because any encounter that can't potentially kill someone has zero consequences. If you get rid of hit dice, and you slow down natural healing to a reasonable rate, then you don't [I]need[/I] to fight monsters that can deal damage [I]faster[/I] than you can possibly heal it. You can go ahead and fight a monster that only does ~20 damage per round, even if you can Cure for ~30 with a single spell, because healing-per-round would no longer be the limiting factor in over-all survival. [/QUOTE]
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Proposed Fix for Whack-a-Mole Healing
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