evilbob
Adventurer
Not sure if anyone has touched on this yet but it seems like we might be back to "healing is a trap" in 5.0, just like 3.x.
In other words: if your Cure Wounds heals 1d8 +3, that means you're healing 4.5 + 3 = 7.5 on average as a 1st level spell. If monsters can do 8 or more damage on a hit - and many of them do - you're only losing ground when healing. (It gets even worse when there are more monsters that do that much damage at a time at once.) It's better to use your action to kill a monster instead.
The Life domain adds 3 to that spell, and definitely extends its usefulness much further - which is great because that's what that domain is all about. In fact, with this domain even Healing Word can heal for 8.5 on average and it's a bonus action, which is awesome. That's definitely something a cleric would want to do during a turn. It becomes a far better spell than Cure Wounds at low level (and since it has a huge range, it replaces Spare the Dying whenever possible).
Generally though - and I've not seen it in play yet - the math makes me think that healing as an action in combat will usually be a sub-optimal choice. Maybe not as bad as 3.x, but nothing like 4.0, where in-combat healing was a crucial part of the round-to-round mechanics.
In other words: if your Cure Wounds heals 1d8 +3, that means you're healing 4.5 + 3 = 7.5 on average as a 1st level spell. If monsters can do 8 or more damage on a hit - and many of them do - you're only losing ground when healing. (It gets even worse when there are more monsters that do that much damage at a time at once.) It's better to use your action to kill a monster instead.
The Life domain adds 3 to that spell, and definitely extends its usefulness much further - which is great because that's what that domain is all about. In fact, with this domain even Healing Word can heal for 8.5 on average and it's a bonus action, which is awesome. That's definitely something a cleric would want to do during a turn. It becomes a far better spell than Cure Wounds at low level (and since it has a huge range, it replaces Spare the Dying whenever possible).
Generally though - and I've not seen it in play yet - the math makes me think that healing as an action in combat will usually be a sub-optimal choice. Maybe not as bad as 3.x, but nothing like 4.0, where in-combat healing was a crucial part of the round-to-round mechanics.