Daztur
Hero
Because it is hella easier to get more encounters between long rests that way. It is hard to have narrative consequences for resting for a day; it is way easier to have them for resting for a week, especially with an additional requirement of a safe haven. Then long rest basically become "abandon mission" if you have not accomplished your goals before you take it.
For me my most successful games of 5e as both a player and a DM have been "you're on a boat!" games (pirates, Greek Myth, and Star Wars) as "no long resting except in a friendly port" ended up feeling more natural than a week's rest and it made it feel more natural to swap players in and out depending on who showed up that session when people were in the middle of an "adventuring day" as you could always have whoever didn't show up "be below decks, doing stuff."
But yeah, the Five Minute Adventuring Day is something that DMs have to learn to avoid, especially in 3e and 5e.
Yes, that's what I was saying. It's still an attritional challenge, just extended over more than one session and more than one in-game day. I'd rather be able to get through an entire attritional challenge in a single session due to various real-world logistical issues but that's hard to do in 5e and will be harder in 5.5e.That's an issue because ... why? I've been using the optional rules for years, it works well for my preferred pacing.
Yes, the change makes tactical combat better but at the cost of making strategic resource management drag even more than in 5e. Takes too much real world time to attrition down 5e PCs and will take longer in 5.5e.I have no issue with the change, for the most part in combat healing for anything other than bringing someone back from 0 is, for the most part, a waste of time following the 2014 rules. It's why drinking a healing potion as a bonus action is so popular.
I have a group that doesn't have a healer other than a Way of Mercy monk in case someone drops to 0. On the other hand they do burn through a lot of healing potions because I don't back off on difficulty.
But one of the things I liked about 4E is that my cleric felt like they could be more than just a healbot, they could be decent at support and heal when needed. While I don't want to go back to that, I still see people feeling like someone "has to" play a cleric with the 2014 rules. We'll see how well it works in practice when we actually start playing.
Yes, I like how having a dedicated healer (or a fistful of CLW wands) isn't as utterly essential in 5e as it was in 3.*e, but I feel that this Cure Wounds buff undermines that.
I think whether it’s a problem comes down to the play style that you mentioned. For me and my friends when I was playing 2e, we noticed that:
1) We always needed a cleric.
2) Playing the cleric felt like drawing the short straw because you were the healer - you couldn’t do your cool spells because you needed to hold healing in reserve.
3) Our style of play was already trending away from dungeon exploring and attrition to more heroic play. If we were caught in a place where we had expended our resources, we’d beat feet back to town unscathed, rest however long that took, and picked up where we left off. Fighting for your survival while in retreat was a one-off thing - repeatedly doing it felt like a deficiency in the game to us.
So come 5e, and with a different set of players but still the same emphasis on heroic play, the change became “make it to the next rest and skip the healing because what’s the point?” I almost feel like the game the way we play it could abandon healing spells altogether and make it all about short and long rests but that’d probably be too much of a sacred cow.
Yeah, all of that can be annoying for exactly the reasons you touched on. I really like 4e healing surges as a solution to that...except for how 4e gave people WAY too many healing surges. Healing should be more of a precious resource, not such a deep well that you can refill your PCs HPs from death's door multiple times over in a single day, that just makes it take too damn long to drain off a PC's resources.