Grazzt said:
No cleric or healer (in the party) needed. Do it old school style. Travel back to town, pay the resident cleric/healer to cast the spell.
Dunno 'bout you, but 9th-level clerics aren't exactly sitting around in temples waiting for fool adventurers to come stumbling in. Plus, the PHB's info mentions that high-level magical effects are basically "DM puts a quest here" material, which still has the effect of interjecting into whatever other plot I had going on.
The Hitcher said:
Well I suppose if that's the way you do things you could be surprised by all kinds of problems with monster abilities. My guess is that the DMG solution to this problem will actually be "if it's not working for you, change it". Just cut the power (or replace it, if you can think of anything on the spur of the moment), and then award 10-20% less XP.
Edit: Or else just allow the reduced max HP to heal on a rest *shrug*.
Why isn't "magic items could mean any party can basically fix this" a potential already-made solution that you're willing to entertain?
I mean, I could put everyone on mars and have them riding warmechs and farting out atomic bombs if I wanted. This ain't about what I intend to do. It's about what might happen in the moment of play when I (or some other player) doesn't realize that this one monster's attack is going to dominate the rest of your gaming for the next few weeks. Which still hinges on the game designers not realizing that a party might not have access to
greater restoration.
Remathilis said:
Have you considered using a different monster then? I hear the MM has 330 some pages of them.
I mean, I'm paying for 330 pages of monsters I can use, ain't I? If I want monsters I can't use to play D&D, I've got a lot better options than buying the MM. Who knows how prominent these "surprise, you can't heal from this effect because your party doesn't have a cleric/druid/healybard" kinds of results are?
'course, my first guess is that the designers know what they're doing, that they know a party might not have a cleric/druid/healybard, and that they have some other solution in mind. My bet is on magic items being "default on", since 5e clearly presumes their use elsewhere what with the things that can only be hit by magic weapons and folks' attacks counting as magic, with an option to turn them "off", and magic items including
potions of greater restoration or somesuch. It would be a reasonable design choice that allowed the designers to presume the party at a given CR has access to a given magical effect regardless of any class's spell list or character's spell choice.
But since we haven't seen anything about treasure distribution in 5e, that can only be a guess, and it's always possible that they just felt for some reason like it was OK to FUBAR your game for a few weeks because you used a golem and no one had a
greater restoration on them. Can't say I follow their logic if that's the case...