D&D 4E What do you like about 4e healing?

What do you like about 4e healing?

  • Healing scales with base hit points

    Votes: 91 77.8%
  • Soft cap on hit points healed per day

    Votes: 69 59.0%
  • Healers need not sacrifice attacks

    Votes: 89 76.1%
  • Common rest cycle for hit points, spells and abilities

    Votes: 62 53.0%
  • Non-magical hit point recovery

    Votes: 83 70.9%
  • All PCs can restore their own hit points

    Votes: 80 68.4%

FireLance

Legend
Yes, I'm deliberately wording the question positively. :p

4e healing is probably one of the more controversial aspects of that edition, but I am of the (perhaps unrealistic) view that even those who don't really like 4e might like some aspects of the system, although they tend to get buried under the overall sense of dissatisfaction.

So, this is a quick poll to determine which are the more positive aspects of 4e "healing" which should show up in 5e in one form or the other.

See below for a more detailed description of the poll options.

1. Healing scales with base hit points: Healing spells and abilities restore some proportion of the target's base hit points and are thus equally effective regardless of whether they are used on a 1st-level wizard or a 15th-level fighter.

2. Soft cap on hit points healed per day: There are limits to how often any one PC can benefit from normal healing spells and abilities in a day. It is possible to exceed this cap, but such spells and abilities are rare.

3. Healers need not sacrifice attacks: Healing spells and abilities cost a minor action, or can be used in conjunction with an attack.

4. Common rest cycle for hit points, spells and abilities: Whatever rest period is required for a character to completely regain his other spells and abilities is also sufficient for him to completely regain his hit points.

5. Non-magical hit point recovery: Non-magical means of hit point recovery exist, and are about on par with magical healing.

6. All PCs can restore their own hit points: All PCs have some way to restore their own hit points, whether magical or mundane.

If there are any aspects that you think I've missed, please detail them in a separate post. Conversely, if you specifically dislike any of these aspects, please feel free to state your reasons why, and if you're feeling particularly generous, what can be done to make them more palatable for you (e.g. a separate vitality/vigor pool distinct from real hit points).

I look forward to reading your contributions. :)
 

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fjw70

Adventurer
The only thing I don't like about 4e healing is way too much in combat healing. I like healing to be mostly an out of combat activity.
 

Glade Riven

Adventurer
I like the soft cap on healing per day. I think the issue many folk have is a "second wind" or a non-magical use of a healing surge.
 

Mokona

First Post
I'd like to see healer-bot removed from the game entirely. Getting healing from another player character is not core to the D&D experience.
 



Minigiant

Legend
Supporter
I like all of them. My only issue is that all types of healing: magical, medicinal, morale, and rest; are treated the same. Nonmagical healing should require lost attacks and more restrictions for other benefits.
 


Raith5

Adventurer
The only thing I don't like about 4e healing is way too much in combat healing. I like healing to be mostly an out of combat activity.

I partially agree.

I simply cant imagine playing D&D again without a Second Wind ability.

I find healing surges really easy it also makes a PC's hp an actual resource that needs to be strategically managed.

Non magical healing seems to annoy everyone - I dont really care either way on that.

However, I must say that I think there is a touch too much healing in 4th ed. I am in party with only a hybrid cleric and a guy with a paragon divine class and we have too much healing. I am not sure how a party with dedicated healer can use it all.
 

I only picked "like" for one of them, but my responses are actually pretty varied.

1. Healing scales with base hit points: LIKE!!! This is the one thing that I've always disliked about prior edition healing (where cure light wounds cures far more on a lvl 1 character %wise than on a high lvl character).


2. Soft cap on hit points healed per day: Neither like nor dislike. I don't like the implementation the way it's done, but I could see the benefit of such a thing. I could also see playing without it as just fine, too.


3. Healers need not sacrifice attacks: Minor dislike. I prefer healing to be an out of combat activity unless the character is either a) using a big gun like "heal" or b) specifically built around in-combat healing, such that keeping their allies up is more of a focus than their attacks anyway.

4. Common rest cycle for hit points, spells and abilities: Minor dislike in that it has historically been 1 night for ability recovery. Full hp improvement from 0 to max seems too fast.

5. Non-magical hit point recovery: MASSIVE DISLIKE. Unless this is something like the healing skill and a prolonged surgery (aka a non-magical ritual that can be interrrupted with dire results) then "shouting someone to health" leaves a very bad taste in my mouth.

6. All PCs can restore their own hit points: Minor to major dislike. I'm ok with "rests" and "bandaging" etc etc for minimal restoration. Basically this falls under #5 for me. If they're doing it either magically or through some involved surgery/bandaging/training that is hard to do and takes a fair amount of time, then fine. Something like a fighter's healing surge/second wind mid fight? No.



To answer what would be more palatable to me, I do think that if there were "real" hit points representing injury separated from "some other kind" of hit points (even multiple pools: luck, endurance/exhaustion, etc) then that'd be much better for a fighter or rogue to "shout" back their courage/adrenalin/luck.

However, this would require a massive reworking of the system (does a fireball attack luck or base hp? Is it base on a failed save, and luck on a successful one?) This would likely, if carried out to the extreme, create a game that doesn't feel like d&d to me.



To boil it all down: I know HP are somewhat "abstract", but only somewhat. In the end, at least part of what they represent is injury (though depending on level they could represent much, much more). I want hp and any corresponding healing (if those words are used) to represent actual healing. If they change the wording to invigorating or blessing or somesuch then I'd be more ok with invigorating restoring hp though a nonmagical shout of encouragement.

However, that would be a departure from prior forms of d&d...and 5e is meant to unite prior editions, not strike out on its own. Maybe a good idea for a different game, a GSL version of 4e from another company (a la pathfinder) or even a theoretical 6e.

I think some ideas, even good ones, should be set aside for 5e in favor of going back to the game's roots, rather than branching out in new directions.
 

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