PC hit points vs Monster hit points

So... healing is only useful when needed. Damage is always useful.

This pretty much sums it up.

Healing is a safety net of the PCs.

The first safety net is Encounter powers. The second safety net is hit points. The third safety net is healing powers and the last safety net is Daily powers.

The reason I order them this way is that for average encounters, Players prefer to use an Encounter power to getting hit, prefer getting hit to using up a heal, prefer using up a heal to using up a Daily. As a general rule, just due to resource management. This order changes for extremely threatening encounters where using a Daily becomes the preference in order to save other resources.

But if the heal safety net is not there, it just means that the final safety net (Daily powers) becomes more important in an earlier encounter and the group gets fewer encounters per day (due to using up more healing surges during rests and due to using Daily powers earlier). It's just (typically) a shorter adventuring day.
 

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Yeah, that's been my experience too. Healing is pretty handy, but it is really mostly a way to make up for bad luck or bad tactics. I think overall I would vote for having a cleric in most parties just because you'll run into those situations where you misjudge things or just plain MUST retreat, at which point you're probably going to need to keep the weaker party members going if they're getting out.
The less dangerous a campaign the less healing matters. That's pretty obvious. The more encounters you have of N or N-1 variety the less you'll feel the need for healing. There's two problems with this. In N-2 to N+1 encounters, it hardly ever matters if you make tactical errors or have bad luck. You're going to win those encounters 99% of the time. It's my experience that if you're not in need of healing you're facing weak encounters. I'm extremely tactical. I've been at the top of leader boards in many multi-player war games, CCG's and strategy games. I don't think many pc's are operating in a much more tactically proficient manner than I normally do, so I can't easily accept "tactics" as a silver bullet fix. Lets not forget the monsters have tactics too.

Of course my original analysis didn't factor in things like 'clerics have attacks that do mass extra damage to most undead'. Those are factors that will always skew things in particular situations. Likewise if you have artillery monsters that melee characters cannot get at due to terrain then you will really need range damage strikers, etc.
I agree. I think you need to be able to handle the wide gamut of potential encounter types. In magic the gathering there were tight decks that could win a high number of games in under 5 turns but in order to win a tournament it might serve the player better to make a looser deck with more provisions for handling other expected decks. You might win fewer games in 5 turns sliding to 7 or 8 but not lose a game here or there. The same analogy can be drawn of the "tight" striker/controller party. In some encounters they will pound their foes to dust in just a few rounds, but at the expense of being vulnerable in other types of encounters. Since DnD is pass fail and the pc's need to repeatedly pass it's much better to get 2 90's 6 80's and 2 70's than to get 8 90's a 70 and a 10. Both have a B average but one leaves the pc's dead.

Tactically though a few observations can be made. Ranged attackers are generally going to be more flexible than melee attackers. You can always take a bow shot at someone at point blank, you cannot hit some monster that stays at range with a melee attack. Again you obviously cannot take that to an extreme due to OAs, but a party with 3 ranged strikers/wizards has some amazing flexibility in terms of how they can attack. Combine them with 2 defenders and you have a pretty strong combo.
This is all true. Amazing damage output, lots of flexibility, will steam roll some encounters other groups struggle with. Then wind up just as dead in an encounter with disadvantageous terrain and the wrong creatures. the ghoul encounter is the perfect example. Your mobility is ended as soon as 2 pc's are immobilized which against rangers is round 1. Are you going to write them off and retreat with the three remaining?

Of course none of this is telling us that such a party is the 'best' in overall terms. It is more fun to have more variety and other types of characters are obviously going to be quite handy in non-combat situations (rogues especially). Still, I think the 'you need to fill all roles' paradigm is a bit oversold, especially at higher levels.
I don't think you need to fill all roles. I do think it's optimal. Each role has encounter types where their presence is critically important. The fighters mark saved us from the grell. The flaming sphere has saved us numerous times. The rogues damage output is sometimes critical in keeping us alive and yet the whole group feels the cleric is the most important character. Take away a role and I'll give you examples of when we would have been in big trouble. I can't really decide what's the optimum party but I can poke a ton of holes in the elf ranger/wizard party.
 

Nah, you're thinking WAY WAY WAY too much inside the box. We've been playing these sorts of games here for 25 years, at least. If you stick to really seriously sound military tactics 99% of encounters are trivial and the other 1% are simply unwinnable scenarios where you're party is so overmatched that no tactic would suffice.

The ghoul encounter example for instance. Any party that EVER closed with the ghouls would deserve to lose that encounter. Pure and simple. Go back and read your Art of War or your Clausewitz. First of all you never take on an enemy without completely understanding what that enemy is and what the terrain is. It is simply not the way to win.

In terms of the ghoul encounter, I don't know what the terrain was for that encounter, but lets suppose it is the typical sort of dungeon crawl situation where you open the door and the bad guys are right there in your face. You've already failed because you should have found out what was on the other side before you committed yourselves to the battle. There would be a variety of ways to do that. One would be to simply have a character with sufficient mobility to immediately disengage open the door while the rest of the party remains at a significant distance. We always do that. Another useful tactic is to create some blocking terrain between the party and the door before opening it. Trip ropes, caltrops, portable traps, and portable forms of difficult terrain are all quite feasible, as are fires, etc. All easily arranged by a sufficiently prepared team.

It also helps a lot to have various other preparations in mind, like some way to generate a significant amount of concealment to cover any needed retreat. Smoke is pretty easy to do that with. That can also degrade or deny an artillery monster its effectiveness while your ranged attacks take out the front line of the monsters.

You should also NEVER fight on the terrain chosen by the enemy. Always force them to come to you and control the parameters of the battlefield in your favor. Got a problem with an orc lair? Smoke them out. Another good tactic is to simply use attrition against the enemy. Sooner or later some of those orcs have to come out to find something to eat or do whatever it is they do. Suppose they all come boiling out looking for a fight? Superior mobility (say being mounted) will allow you to engage selected parts of the enemy force at range and deny them the ability to force you to a battle on their terms.

Now, can a DM create encounter situations that are impossible? Of course. But I promise you that if you give me any standard style published type of adventure and myself and the people I normally play with, we won't even normally take more than trivial damage anywhere along the way ;) Sure as heck won't absolutely require healing in 80% of these situations.

About the best a DM can do is throw a really tough single solo fast flying monster at you, like a dragon. Those can be tough, but they are by far the exception and can still be dealt with if you know exactly what you're up against.
 

Nah, you're thinking WAY WAY WAY too much inside the box. We've been playing these sorts of games here for 25 years, at least. If you stick to really seriously sound military tactics 99% of encounters are trivial and the other 1% are simply unwinnable scenarios where you're party is so overmatched that no tactic would suffice.

This statement seems absurdly out of touch with reality. The spectrum of encounters doesn't touch anything between trivial and overmatched? :confused:

Then you go on to presume that all parties should figure out what's behind every door, will never get ambushed, etc.?

There's thinking outside the box and then there's dreaming outside the box. :p
 

A lot of it depends on how well you could spread damage in the group (a lot of groups overdefend or make it too easy for monsters to themselves focus fire) and what ways you have to mitigate damage. For example, Armor of Agathys provides a nice buffer of temporary hp and I did use that on one combat and our defender does get 8 temp hp per combat... that said, no one would have dropped even without those temp hp. But basically having another striker instead of a leader often gives enough damage output to actually kill things.

The ghoul example is a little rude, because ghouls are frankly broken (even more so than a normal level 5 soldier, much like needlefang drake swarms), but if you can funnel the ghouls into a doorway or corridor, use the flaming sphere to clog the way, that at least buys you some time and makes it manageable.

To be honest the real strength of the cleric in your example isn't necessarily the healing, but ready radiant damage and turn undead.
 

Okie, the group with two leaders... 5th level group, the encounters were EL 7. So both +2 - first was an elite 7, normal 9, some minions that provided status effects, and some terrain-ish effects (hostages and a fire), and the second was a level 6 solo with a level 6 hazardous terrain effect.

No one was in any great danger of dropping, though some people were certainly injured and some bloodying happened. Bastion of Health was used in one of the fights, cause it does 3W damage, but I don't believe anyone fell to 9 hp or lower (ie, that the temp hp mattered that much).
 

Nah, you're thinking WAY WAY WAY too much inside the box. We've been playing these sorts of games here for 25 years, at least. If you stick to really seriously sound military tactics 99% of encounters are trivial and the other 1% are simply unwinnable scenarios where you're party is so overmatched that no tactic would suffice.
This is hard to fathom. I've also been playing these games for 30'ish years and that's not at all what my experience or the data suggests. If you assume the other side is sticking to sound military tactics too then they must feel that the encounters are 1% trivial and 99% unwinable by your math. Give me a build and I'll present you with 3 common encounter scenarios that seriously test that build. If you're experiencing 99% cake walks and 1% unfair why would you bother playing this game? I would say if this is your experience you're playing with awful DM's.

The ghoul encounter example for instance. Any party that EVER closed with the ghouls would deserve to lose that encounter. Pure and simple. Go back and read your Art of War or your Clausewitz. First of all you never take on an enemy without completely understanding what that enemy is and what the terrain is. It is simply not the way to win.
I have read the Art of War and Von Clausewitz. None of that applies to DnD. If you always have the terrain advantage and always "know your enemy" you're playing a different game than me. And 95% of the rest of the DnD word. Turns out in more than half of the encounters in DnD the pc's are moving into an area already controlled and defended by the bad guys. The bad guys might have terrain advantages and traps on their side, pretty much guaranteeing the pc's are at a disadvantage not an advantage.

We always try to ascertain what we're facing to the best of our ability but sometimes in DnD you're placed in a situation without any warning and no method of retreat. In your 25 years of playing have your pc's ever entered an alley or cave for any reason? Been on a boat? Fallen in a pit? No party ever tries to close with the ghouls but the ghouls do try to close with you. Is this difficult to understand? You're in a crypt (wait let me ask have your pc's ever entered a crypt?) a large room 80' wide and 150' long with an altar at the end of the room... columns flank the walls at 10' intervals. As your party gets close to the altar suddenly the sound of shifting stones can be heard as 4 secret doors open and ghouls rush into the room from both sides. Sun Tzu never had to deal with ghouls or surprise rounds...
Once again if this encounter seems "outside the bounds" of normal DnD to you, we're probably not really discussing the same game and I would say you're playing the narrative story version.

In terms of the ghoul encounter, I don't know what the terrain was for that encounter, but lets suppose it is the typical sort of dungeon crawl situation where you open the door and the bad guys are right there in your face. You've already failed because you should have found out what was on the other side before you committed yourselves to the battle.
Ghouls can be silently waiting in the shadows. Ghouls can be behind things. Ghouls can be in the bottom of the pit. Ghouls can board your ship at night from the ghost ship. The assertion that you can always control the encounter in DnD is ridiculous and speaks to me of a game that's no fun at all to play. If your dm just rolls over and lets you dominate every encounter why would you bother?

There would be a variety of ways to do that. One would be to simply have a character with sufficient mobility to immediately disengage open the door while the rest of the party remains at a significant distance.
This is laughable. Many monsters out pace pc's so planning on a "safe distance" and "disengaging" really means that sometimes your scout faces 1-2 rounds of attacks all by himself. Be sure you wave good bye before he goes down the alley alone. When your sneaky elven ranger pads down the hallway but is facing high perception ambush creatures he's effectively isolated himself which in DnD is bad. What happens to him when the large stone block falls behind him cutting him off from the party?

We always do that. Another useful tactic is to create some blocking terrain between the party and the door before opening it. Trip ropes, caltrops, portable traps, and portable forms of difficult terrain are all quite feasible, as are fires, etc. All easily arranged by a sufficiently prepared team.
If you "always" do that, I would suggest that the DM is very weak in your campaigns or the scout player is frequently rolling up a new character. If the sum total of your dnd experience is opening doors and finding the monsters directly in front of you I think perhaps it's you that needs to think outside the box. How much firewood are your pc's carrying for these fires?

It also helps a lot to have various other preparations in mind, like some way to generate a significant amount of concealment to cover any needed retreat. Smoke is pretty easy to do that with. That can also degrade or deny an artillery monster its effectiveness while your ranged attacks take out the front line of the monsters.
smoke works both ways. you can't always retreat in DnD. Everyone tries to prepare for combat including the monsters in a well run campaign. It appears to me that you are playing against "dumb" monsters blindly waiting like zombies for pc's to spring the trap on them. Your campaigns must be brutally slow as the pc's endlessly build a smoky fire in every room prior to opening any doors. Does the smoke ever attract the monsters in another room who wind up cutting off your retreat and putting you in a "double encounter"?

You should also NEVER fight on the terrain chosen by the enemy. Always force them to come to you and control the parameters of the battlefield in your favor. Got a problem with an orc lair? Smoke them out. Another good tactic is to simply use attrition against the enemy. Sooner or later some of those orcs have to come out to find something to eat or do whatever it is they do. Suppose they all come boiling out looking for a fight? Superior mobility (say being mounted) will allow you to engage selected parts of the enemy force at range and deny them the ability to force you to a battle on their terms.
In heroic fantasy there are an infinite number of reasons why you might feel compelled to go forth into unknown terrain. "the screams of a young girl being tortured waft down the dark corridor". You can't always control the battle field. In real life you can control it less than half the time. How come we're not able to smoke out insurgents? Sometimes you have to go house to house. I've had a lot of training in house to house and room to room combat. I understand the principles and tactics that can be employed, no matter what you "think" it reality the tactics are designed to level the the playing field as much as possible but the defenders still have some advantages. you can't always mitigate them. To suggest that the pc's control the encounter in even 50% of the situations is kind of montyhaul'ish.

Now, can a DM create encounter situations that are impossible? Of course. But I promise you that if you give me any standard style published type of adventure and myself and the people I normally play with, we won't even normally take more than trivial damage anywhere along the way ;) Sure as heck won't absolutely require healing in 80% of these situations.
The published encounters have lots of trivial n to n-2 encounters. I disagree strongly that you'll not take more than trivial damage in the n+2 or greater encounters. Once again give me a build and I'll point you to a bad situation.

About the best a DM can do is throw a really tough single solo fast flying monster at you, like a dragon. Those can be tough, but they are by far the exception and can still be dealt with if you know exactly what you're up against.
your DM appears to be awful. Every tactic you've recommended can be employed by the monsters. Your pc's can be trapped in a dead end or surrounded and if you try and block the doors the gnolls can roll barrels of burning oil into them filling your room with smoke and giving you endurance checks to avoid penalties.

A lot of it depends on how well you could spread damage in the group (a lot of groups overdefend or make it too easy for monsters to themselves focus fire) and what ways you have to mitigate damage.
This is sort of anecdotal and straw man. i.e. a lot of groups play badly and don't maneuver. How do you prevent gnoll huntmasters who ambush a party as it crosses a bridge from applying focus fire? If you believe Abdul, you already knew that the gnolls were there and you deployed smoke grenades to cover your crossing. Perhaps you traveled 100 miles further to go around the gorge and avoid the ambush and let the escaping bandits get away with <insert import item or person here>.

For example, Armor of Agathys provides a nice buffer of temporary hp and I did use that on one combat and our defender does get 8 temp hp per combat... that said, no one would have dropped even without those temp hp. But basically having another striker instead of a leader often gives enough damage output to actually kill things.
You're using anecdotal evidence from one moderate encounter (which you're still not defining clearly.) as the basis of a flawed argument. Describe the party and the encounter, other wise it sounds a lot like you made this up. I repeatedly say "gnolls", "ghouls", "orcs", "gricks", "grells" in my examples. I'm using examples that are similar to encounters I've actually fought in so I know how they played out.

The ghoul example is a little rude, because ghouls are frankly broken (even more so than a normal level 5 soldier, much like needlefang drake swarms), but if you can funnel the ghouls into a doorway or corridor, use the flaming sphere to clog the way, that at least buys you some time and makes it manageable.
Ghouls are scary monsters. All soldiers are kind of scary and all monsters with stun are kind of scary, but I've faced these encounters and won so I don't think that you can say "broken". I think all soldiers are undervalued exp wise but when I use the ghoul encounter example I'm not using an N+4 to account for this. I give you a real world example that a normal build party can and has defeated and you call it broken because it destroys your healing/build theory. Try and offer support for why you think ghouls are broken. you're making random statements and asking us to take them as fact.

To be honest the real strength of the cleric in your example isn't necessarily the healing, but ready radiant damage and turn undead.
Actually your mistaken, after the one round of turn undead which gives the party a huge chance to take control of the battle and release the pressure of constantly suffering from effects, the big bonus of clerics are bonus saves. If I could only have one power from the three in a ghoul battle I would choose bonus saves over turn undead. radiant damage is a nice bonus too but it's the saves that keep the other members of the party standing. Healing is also pretty critical. Bottom line though, without bonus saves ghouls (and many many other creatures with stunning abilities) will eat you for lunch nearly every time. Stunning creatures and powerful undead creatures are not rare in DnD. The massive advantage clerics get in these kinds of situations is what makes them superior to warlords.

Okie, the group with two leaders... 5th level group, the encounters were EL 7. So both +2 - first was an elite 7, normal 9, some minions that provided status effects, and some terrain-ish effects (hostages and a fire), and the second was a level 6 solo with a level 6 hazardous terrain effect.
solo's are really bad examples. what percentage of encounters are solo's? Are solo encounter usually threatening? A level 6 solo is an N+1 encounter for level 5 pc's. The only solo I can find for level 6 is a young blue dragon which is threatening to level 2 pc's but sort of a joke for level 5 pc's. The best he can muster is 3 attacks per round while he's facing 5 attacks from the party. His attacks are pitifully weak +9 ATT d4+5 x 2??? Level 3 Orcs are more threatening. His breath weapon is even weak, three targets, average damage 12 per hit... This is a challenging encounter in your campaign? We're not playing the same game. Switch your 1250 encounter for two gricks and a grell. The monsters can now gain flanking, they have more attacks per round and all the attacks have better modifiers and better damage (the grell gets a second free attack if it hits with it's +12 vs fort attack) they can deploy a stun condition EVERY round not once in the entire encounter, they get two attacks per round that give ongoing damage, they have more hitpoints than the dragon and we only have 4 pc's not 5.

No one was in any great danger of dropping, though some people were certainly injured and some bloodying happened. Bastion of Health was used in one of the fights, cause it does 3W damage, but I don't believe anyone fell to 9 hp or lower (ie, that the temp hp mattered that much).
Of course no one was in danger, the encounter is a joke from a danger perspective. You're not really even making a point here.
 
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You're being a bit overly defensive on this issue APC. I'm not particular sure why, so I'm mostly not going to bother. The last 7 encounters I played in, I didn't need any healing in any of the encounters. Simple statement of fact. I asked what the ELs were of the 2 with the leaders since those were the only that seemed relevant. You exploded. Eh. If you care, it was a lot of gnoll and hyena stuff (and a crocotta), and the solo was some sorta undead snake thing in a room that was basically constant snake swarms on anyone in the room.

Now, I will respond on the ghoul assertion. I feel that ghouls are broken because their attack, defense, damage matrix is far above their level and they inflict persistent debilitative conditions. I frankly feel that the only reasonable way to inflict stunned (save ends) in heroic is in the style of the carrion crawler and that their method is far too nice when multiple ghouls are used. They're extremely unlikely to miss so in pairs can quickly stun enemies, but also have level +16 AC and level +15 Reflex making it difficult to retaliate.

Much like you can throw 5 needlefang swarm drakes at a level 1 party _and kill them before they get to take any actual actions_ but it isn't necessarily good for proving all that much.
 

Since you seem to care, apparently the encounters were:
a level 7 Gnoll Huntmaster with the Demonic Acolyte template (DMG) and an extra fire-based area attack
a level 9 Crocotta (from Dragon 364 apparetly)
8 level 6 Gnoll Marauders with 1 hp that did 10 damage per attack (8 per quick bite, but no one was bloodied around them)
4 level 4 Hyenas with 1 hp that did 10 damage per attack (but still gave combat advantage to all adjacent to them)

The terrain stuff was several hostages to avoid and rescue, and the enemies were spreading fires in front of them that did 5 damage and gave them concealment. I'd say we lost only about 4 total turns to the terrain (ie, 2 turns from 1 person, and 1 turn from 2 others), though (getting folks to safety while others held off, and putting out fires)

A level 6 zombie abomination solo brute who had about 50% more hp than usual for a solo of its level and had minor action grab and crush attacks, but was not very accurate (looks like 2 attacks at +10 for 1d12+6 and 2 for +8 vs Fort for 2d8+5 per turn) and the zone over the room was serpents underfoot that made an attack on anyone in the room at +7 vs. Reflex for 3d6+3 poison and ongoing 5 poison.
 

Yeah, right, our DM is a pushover... Man, you have no idea how evil and cunning any of us is as a DM. Sorry, but the type of simple party tactics envisaged by your average DM or your average commercial module would be seriously simplistic by comparison to most of the stuff we've had thrown at us over the years. The reason we've all become so very tactically adept is quite simply that you HAVE to be if you want to survive for long.

The sort of standard party you envisage and the type of character builds and equipment you imagine we would be using are nothing like the sort of tactics and equipment we go with.

That rogue scout is Eladrin for sure, fey step gives him a wonderful 'get out of there fast' capability. He's not some kind of optimized killing machine like most people would build because his job is NOT monster killing. His job is to find out the lay of the land. At 1st level his feat was improved initiative and his whole stat build was optimized for perception and stealth, not fighting. He was set up with a smoke bomb ready to go in one hand and a pole for poking around for traps in the other, and he's definitely operating out ahead of the party at all times as point man.

If we come to a junction and have to pick a direction, then we're going to DEFINITELY hold at the junction, set up defensive terrain blocking the unexplored direction and have the rogue scout the other way far enough to determine what might try to cut us off, then we'll block up that branch and explore the other one. It always goes like that.

Do DM's try to time pressure us? Of course they do, its part of their job to try to put you on the spot, but a dead party is no help to anyone. Why would I assume that some scream I hear coming from ahead is a prisoner we have to go rush up there and save and get ourselves ambushed in the process? We would certainly ASSUME it is a trap. Maybe it isn't, but maybe it IS. I know for sure if Mike is running the adventure, rushing in is practical suicide.

This bridge encounter you mention, that kind of thing is what we EXPECT, why would a DM waste an opportunity like that? We're going to have the scout check out those hiding places and yes we would cover our advance with smoke or magic or some other such tactic, or fly over, or whatever depending on the circumstances.

Will monsters use every trick in the book to defeat us? Yup they will! They darn well better or they're dead meat. Are they going to be tough? They darn well better be. But lets be realistic, there are 5 of us and one DM. However cunning and creative he is we've got 5 heads to his one to come up with a counter tactic that is just that much more cunning and creative than his. And if we don't like the odds or the terrain, we are NOT going to just live with that, we're going to do something about it.

The basic concepts of tactics ARE timeless and universal. Firepower, mobility, superior information, concentration of force, economy, etc. The presupposed sort of tactics that 4e imagines are tricks and whatnot. There's nothing wrong with exploiting the mechanics of the game and getting CA by flanking or whatever, but those are not at all the heart of real serious tactics. Real serious tactics is, we can hit them and they can't hit us. We know where they are and how many of them there are and the terrain we're fighting them on, and they're in the dark about us. We're coming at them from some place they never expected to be attacked from in a million years, etc.

It is a whole different mindset from what your average players and DMs are used to. We love it, its lots of fun.
 

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