D&D 5E We have a Legends and Lore this week

Majoru Oakheart

Adventurer
Saying that they'll be silly to do so is like saying that the 50% max HP recovery if you aren't in a town makes sense. Good gaming all! ;)
Meh, it doesn't need to "make sense". It's hitpoints. They don't make sense. Trying to make sense of hit points in ANY edition of D&D will drive you mad:

1e/2e/3e: "Look at me, I'm 20th level, I can get stabbed by a sword 30 times and survive." "You aren't actually getting stabbed 30 times, that would be stupid. Part of HP is dodging/luck/skill" "Oh, then how come I get my luck back so slowly? Shouldn't luck come back after every battle or every day? What percentage of my hp is luck? How do healing spells heal luck? If it isn't luck and it just me getting tired, then shouldn't sleep fully restore my HP(or at least the percentage that is endurance...wait, how much is that?)?"

4e: "HP are a mix of health and endurance...for real this time, people can heal your HP by talking to you." "Wait, if I'm not getting hit, how do I get poisoned by a poisoned blade? Or swallowed by a Purple Worm without getting hit? Shouldn't I take real damage that NEEDS real healing? I'm certainly taking real damage when I fall 100 feet, I didn't dodge that."

That seems to be what the article says. Since HP don't make any sense, but how quickly you recover them makes a huge difference on the tone of the game, we will allow each DM to choose the mechanic that best fits the tone they are looking for......and continue to not explain what HPs are.
 

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MoonSong

Rules-lawyering drama queen but not a munchkin
I don't care for making clerics even more heal bots than they already are in Next.

I find this article very disappointing.

YMMV on this one, to me Next is killling the viability of the healbot, swift and ranged healing should be something to strive for at higher levels, not the baseline, basically turning something that was a fun and interesting reward for higher levels into a chore, basically sucking away all of the fun. (Taking risks, running to shield a fallen teammate before time runs out, all of it taken away, you don't feel heroic at all when all you have to do is sneeze and your ally is suddenly safe.) At least the baseline stated by Mearls allows for a healing spell out of combat to mean something, though IMO that isn't exactly enough.
 

Ruzak

First Post
I do like the idea, hinted at by others, that druids & rangers have a class ability allowing them to fully heal in the wilderness

Sent from my Nexus S using Tapatalk 4 Beta
 

Warbringer

Explorer
Well Mike was certainly right, there is plenty of gnashing of teeth and taking of arms :)

Given that hit points are arguably the most sacred of cows the design team has a conundrum to solve as the healing pace absolutely sets the genre. I think avoid explaining and simply defining what the default assumption is going to be for the basic game is about as elegant as its going to get.

And best of all, if you don't like it, choose from a list of other options, that hopefully come with encounter scaling math to address the change in play power.
 

GX.Sigma

Adventurer
My players know I hate random encounters more than they do. They've used it against me before. If it takes 30 minutes to run a random encounter and I have to roll for one each day and one each night, It's likely we're going to have to spend 1-2 hours in real time just running random encounters each time they go back to town....using up half the session getting "nothing done" in terms of the REAL adventure. They bet on me getting so sick of running random encounters that I'll stop rolling for them and just give them full hp.
Are you talking about a game like 3.x, or do you mean to say random encounters take your group 30 minutes in D&DN?
 

Stalker0

Legend
You have to have some default, though. You can't just publish a game that says "here, design the game yourself."

I think what Li is saying is by not choosing a default you are forcing the dm to make a choice.

He has several well designed options, but none are given "wotc's special blessing"
 

Stalker0

Legend
Well Mike was certainly right, there is plenty of gnashing of teeth and taking of arms :)

no kidding. wotc has basically said flat out "we get it....you all want a wide range of ways to handle healing." They are then making a system where you can choose the range of healing to your liking, and simply picked a middle spot as the default. And people are STILL complaining.
 

Sadrik

First Post
I think what Li is saying is by not choosing a default you are forcing the dm to make a choice.

He has several well designed options, but none are given "wotc's special blessing"

I think it would also be ok to list them all together and then offer one of those as the default setting. But dont write one as the default and then in the back of the book offer some options. Place them all up front and sell each option for its advantages.
 


Obryn

Hero
no kidding. wotc has basically said flat out "we get it....you all want a wide range of ways to handle healing." They are then making a system where you can choose the range of healing to your liking, and simply picked a middle spot as the default. And people are STILL complaining.
I dunno, man... The default is still important. Not from a "blessing" standpoint, but as a baseline for new groups and 3rd party adventures. (heck, maybe even first party ones.) And, as a default, I think it's pretty bad.

-O
 

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