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Xanathar's Healing Spirit is 10d6 healing to the whole party out of combat?
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<blockquote data-quote="5ekyu" data-source="post: 7298413" data-attributes="member: 6919838"><p>As a Gm i am wary of theory vs experience arguments when looking at things thru the problem or not lens and i tend to view it in this light:</p><p>1 - Does it apply to an important and frequent "case" seen in play where a solution matters?</p><p>2 - Does it provide a significantly better option to solve it than the other?</p><p>3 - Does it have limiting aspects (circumstantial costs) that make it manageable in common cases? (this could very well be a spell that becomes obsolete quickly.)</p><p></p><p>Often times, those "way OP" yells out of the box that do not pan out to be actually as severe are because either #1 is no (its an example that really doesn't matter that much to most games) or #3 is no (because there are serious shackles put on the use in practical play.)</p><p></p><p>As i described in my analysis, its the fact that this new spell hits "better than" on three different levels that slams so much the OP into "reality" vs fret.</p><p></p><p>1 - its amount of OOC healing is seriously out of whack for a 2nd level slot. it puts them all to shame.</p><p>2 - It scales in an awfully poorly conceived way, basically multiplying the effect with each scale up instead of adding to it. They really should have made it scale (if at all by adding time not dice.)</p><p>3 - Compared to burning spell slots for OOC healing like Prayer (10m cast for a fraction of the healing) or burning HD (requires short rest) etc this spell massively reduces the "circumstantial cost" to a very negligible (by comparison) 1m runtime. </p><p></p><p>As such, unless you are running a campaign where multiple engagements between rests is not a balance aspect used much at all as far as healing is concerned, this spell will simply eliminate that "difficulty" in a way far superior to the other options.</p><p></p><p>A very simple balancing concept that has been used (not just in games) is IMPACT/DIFFICULTY where sometimes things can be more impactful but have higher difficulties that counter-balance their gains when they can be employed. This spell combines much higher IMPACT and much lower DIFFICULTY in one package when you look at the other alternatives - as far as OOC recovery.</p><p></p><p>Glad to see they have started to acknowledge it. Sooner or later they will likely make the new leash official.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7298413, member: 6919838"] As a Gm i am wary of theory vs experience arguments when looking at things thru the problem or not lens and i tend to view it in this light: 1 - Does it apply to an important and frequent "case" seen in play where a solution matters? 2 - Does it provide a significantly better option to solve it than the other? 3 - Does it have limiting aspects (circumstantial costs) that make it manageable in common cases? (this could very well be a spell that becomes obsolete quickly.) Often times, those "way OP" yells out of the box that do not pan out to be actually as severe are because either #1 is no (its an example that really doesn't matter that much to most games) or #3 is no (because there are serious shackles put on the use in practical play.) As i described in my analysis, its the fact that this new spell hits "better than" on three different levels that slams so much the OP into "reality" vs fret. 1 - its amount of OOC healing is seriously out of whack for a 2nd level slot. it puts them all to shame. 2 - It scales in an awfully poorly conceived way, basically multiplying the effect with each scale up instead of adding to it. They really should have made it scale (if at all by adding time not dice.) 3 - Compared to burning spell slots for OOC healing like Prayer (10m cast for a fraction of the healing) or burning HD (requires short rest) etc this spell massively reduces the "circumstantial cost" to a very negligible (by comparison) 1m runtime. As such, unless you are running a campaign where multiple engagements between rests is not a balance aspect used much at all as far as healing is concerned, this spell will simply eliminate that "difficulty" in a way far superior to the other options. A very simple balancing concept that has been used (not just in games) is IMPACT/DIFFICULTY where sometimes things can be more impactful but have higher difficulties that counter-balance their gains when they can be employed. This spell combines much higher IMPACT and much lower DIFFICULTY in one package when you look at the other alternatives - as far as OOC recovery. Glad to see they have started to acknowledge it. Sooner or later they will likely make the new leash official. [/QUOTE]
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Xanathar's Healing Spirit is 10d6 healing to the whole party out of combat?
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