You've had eight years to find a DM that would change things for you if you were unhappy. If you've not done so for whatever your reasons were... sorry to hear that. But WotC isn't going to change their entire philosophy of 5E game design just because you're stuck in a game relationship you don't enjoy. At some point you're going to have to be the point person of your own happiness, because if you are waiting on WotC you're pretty much going to be eternally unhappy throughout the entirety of the game's existence.
I don't run 5e. I only occasionally play it. Essentially all of my D&D play is online (for various reasons, not just the pandemic), so I don't have long-standing connections to rely on for requesting changes or differences. Playing the game as it is written is, more or less, my only option...which is part of why I don't do so all that often. (The fact that it is, in many cases, the only game in town metaphorically speaking is probably the only reason I have played it to any extent.)And why haven't any of you people who don't like the healing rules in 5E just changed them for your table? The game has been out for 8 years. Have you all just been suffering in silence this entire time? That seems to have been... unnecessary.
I...have no idea what this has to do with the topic at hand.And also... so the game doesn't allow you to play every single concept you can think of in an optimal way. Some ways cannot be optimized without adjusting rules. Some ways can't really be done at all without new concepts or re-writes. This should not be a shock to anyone, and is the entire reason games like Champions / Hero System were created... in order to give players the ability to build almost any single concept they could think of in an RPG and have it be pretty balanced across the entire spectrum of the gameplay.
D&D ain't Hero System and it would take a lot of work to turn it into something approaching it. Just ask Steve Kenson.![]()
Which is why I stand by the statement that healing is anemic in 5e: it is designed to have high-frequency, low-amount healing. That's how the system was built. It cannot be made to be something else without a heavy rewrite, for exactly the reason I gave. PC healing must be compared against monster damage output for these questions, not PC damage output, and altering the damage output of the gamut of 5e monsters is a substantially greater effort than altering player damage output.That was kind of the point of the post- 5e is not balanced in such a way that this is an option, and would require extensive work to make it that way.
If you are contributing in other ways, you are not a healer. You are someone who contributes in other ways. I mean, I'm not asking for every single action I do be healing, but for healing to be among the most important or memorable contributions. If by the end of the adventure all of the cool things I've done aren't healing related, am I a healer? I'd argue not.Yes, it is, 4e then 5e made it entirely optional, and I think it's a good thing. You can still be one and contribute in other ways, which is cool, because, again, there are very very few people who want that role anyway.
And why haven't any of you people who don't like the healing rules in 5E just changed them for your table? The game has been out for 8 years. Have you all just been suffering in silence this entire time? That seems to have been... unnecessary.
And also... so the game doesn't allow you to play every single concept you can think of in an optimal way. Some ways cannot be optimized without adjusting rules. Some ways can't really be done at all without new concepts or re-writes. This should not be a shock to anyone, and is the entire reason games like Champions / Hero System were created... in order to give players the ability to build almost any single concept they could think of in an RPG and have it be pretty balanced across the entire spectrum of the gameplay.
D&D ain't Hero System and it would take a lot of work to turn it into something approaching it. Just ask Steve Kenson.![]()
If you are contributing in other ways, you are not a healer. You are someone who contributes in other ways. I mean, I'm not asking for every single action I do be healing, but for healing to be among the most important or memorable contributions. If by the end of the adventure all of the cool things I've done aren't healing related, am I a healer? I'd argue not.
Who gets to retain a gaming group for months, let alone years?
I've got friends, and we have gamed, but so far I'm the only one who DMs. If I want to play I need to look for a DM to run a game for me. Having a long term stable gaming group is extremely uncommon and a privilege.
Unless your criticism "If you don't like it change it" comes with a warrantied method to house rule as a player/get a stable gaming group, it is just not valid.
"Prevention is healing" is a bit of a topic. Is Shield of Faith healing since you get hit less? Is Bless as it increases your saves? Is massive damage healing as foes who are dead don't take actions? (Which brings back to is Bless healing a second time.)Where does the proliferation of temporary HP abilities fit into this discussion? There's rather a lot of them.
I don't quite agree with this. I don't want to get too much into earlier editions that had different design goals, but 4e and 3.x both had a lot more Damage Resist X around. With 5e moving toward a single unified Resist, it's not as common for the PCs except on the curious case of the Barbarian.There's also rather more damage prevention in 5E than there has been in any other edition.
I like how everything comes together in 5e - I think that taking all of the systems together, including prevention, gives a fun game. The point I am making is that without other rules propping it up, in-combat healing is weak. We see from practical experience in games that it is often not worth the action unless it has the extra bonus of standing up/clearing death saves from a downed character. And part of that is that there are other methods that are more effective in keeping characters up, from prevention like tHP or bonuses to defenses, to action denial, to killing foes. As 5e is right now it doesn't need in-combat healing to be more effective, but that does not change that it is weak as shows by it not being taken often as a pro-active action, but as a reactive action when it will definitively have the extra perks of standing someone up, including "free healing" of the amount of damage they would have been down below zero if that was tracked.Prevention, in this context, is essentially the same as healing provided it doesn't come at the cost of an action, and perhaps not even at the cost of a bonus action although I suspect that's where this convo gets interesting.
My gaming group has, in a Ship-of-Theseus fashion, been going since about 1996. The composition has changed, but in a continuous/organic fashion that makes it still the same group.Who gets to retain a gaming group for months, let alone years? I've got friends, and we have gamed, but so far I'm the only one who DMs. If I want to play I need to look for a DM to run a game for me. Having a long term stable gaming group is extremely uncommon and a privilege.
Yes, you should drop your hard working dm who runs great games because of one area of the game they run standard that you don’t enjoy. Seems reasonableYou've had eight years to find a DM that would change things for you if you were unhappy.