the Jester
Legend
First off, prone is not face down.
Well, it isn't usually used that specifically anymore, but prone actually does indeed mean face down, and supine is face up.[/pedantry]
First off, prone is not face down.
I'll say, a lot of adventures I've seen fail to do ~7 fights/day. It's the classic problem with balancing around a day economy, and I was a bit sad that the system didn't account for it at all. In some campaigns, daily-based classes will be much stronger than at-will classes. And vice versa.
Well, it isn't usually used that specifically anymore, but prone actually does indeed mean face down, and supine is face up.[/pedantry]
I have never yet done 7 fights in a single day[1]. It's hard to imagine a situation where I would have that much concentrated-yet-discretized violence on call. If there are 3 wererats, 1 chimera, a drow priestess of Lolth, 2 squads of 12 drow warriors, and an elite drow warrior (6 Easy through Hard encounters for a party of 3 7th level PCs, just barely under the 15000 XP daily threshold), why in the world would they all be broken up into bite-sized packets like that unless the PCs did something clever to break them up? By default, I'd just say there's "a drow war party" in the vicinity, probably split between two locations (one with priestess, one with warrior), a chimera, and three were-rats. That's four encounters, and no guarantee that the PCs will even stumble over the were-rats or the chimera.
The only case I can see actually doing 7+ encounters in a day is an urban invasion: the capital falls, and various waves of enemy troops assault the PCs as they're trying to get the civilians to safety. Every few minutes another group of enemies swirls towards you out of the concentrated mass of invading soldiery. (10 orcs, then 6 warg cavalry, then two tertiary Witchlight Marauders, then 8 more orcs, then a secondary marauder...) Even in this situation where I have 7+ discrete combats available, I expect the PCs would find a way to disguise themselves or in some other way avoid the full 7 combats.
[1] Although a quick check on the daily encounter table tells me that I do approach the daily encounter XP budget, and probably exceed it... sometimes in a single encounter.
As easy as it can be to roll over encounters in 5e, tuned as it is for fast combat, low level characters are fragile. Especially 1st, if there's any challenge to an encounter at all, you're likely to have one or more PCs drop. If they're not brought back up, it can create a death spiral effect, where the loss of the dropped PC's offense leaves a monster up longer, who then drops another PC...Offense over defense over recovery. Been adventuring for several levels with no one ever casting cure wounds, especially not in combat, and it works great.
Even higher in apprentice tier, the pressure on healing spells can lessen a bit.Now that we're higher level, we're also starting to ponder buying healing potions in bulk because we've gotten a fair amount of coin and that's an easy backup option.
Yep, it's totally worth respecting action economy. That said, a healer's kit or goodberry is equally effective at getting someone back up and _almost_ as effective at keeping them up (sadly). The bonus action healing word is also tremendously worthwhile in that instance.As easy as it can be to roll over encounters in 5e, tuned as it is for fast combat, low level characters are fragile. Especially 1st, if there's any challenge to an encounter at all, you're likely to have one or more PCs drop. If they're not brought back up, it can create a death spiral effect, where the loss of the dropped PC's offense leaves a monster up longer, who then drops another PC...
You should never count their ability to heal against them, regardless. It's pure addition. It just potentially means you should have even more of them in the party.If you're finding Clerics, Druids, & Bards out-doing Wizards a bit at low level, that could explain it.
Too late.I'd hate to see 5e take healing potions in the direction 3.x went with WoCLWs, though.
It also helps that I've got an imp familiar whose job is to immediately get back up anyone who drops, I'll grant, but I've only had him since 3rd level.
How does the imp do this?