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4e Healing was the best D&D healing
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<blockquote data-quote="Undrave" data-source="post: 8034211" data-attributes="member: 7015698"><p>I'm curious as to why, would you like to elaborate?</p><p></p><p></p><p></p><p>Oh I will agree the system as it was in 4e could have used refinement. I just like the philosophy and basic principles... and I'm just sad 5e didn't go for a proper refinement of the system instead of just reverting to some janky 3e call back.</p><p></p><p></p><p></p><p>A 4e short rest was 10 min and everybody had short rest abilities so the pacing was much breezier. Usually it's long rest abilities that alt the game IMO. It's much easier to narrate a 1 hour break somewhere than a full long rest.</p><p></p><p>As for the healing recovering every encounter... Basically it means that you're never just one bad roll away from death at the start of a fight, but by modulating your Max HP compared to your 'daily HP' (HP+Surges) you could have an experience where, even if you recover every combat, you'd still not want to go blazing into battle foolishly. I think the 4e system could have been refined to deliver that experience... Basically make each encounter feel more dangerous while allowing you to have more of them each day.</p><p></p><p>Let's say you have 100 HP (and no access to quick healing) and you get into a combat with an enemy that does 10 dmg a turn to you and you can knock them out in three turns... You're okay for at least two-three fights without worrying about healing. But if instead your maximum HP is 30, but you can grab from a pool of 70 HP after each encounter, each one becomes much more dangerous and you have to consider what you're doing.</p><p></p><p>I don't think the current system works that well for that. Hit Dice don't feel like a real resource that interplays with the rest of the system, it's just there as an inferior alternative in case you don't have a Caster to heal you. I'm just not a fan of this reliance on magical healing that then promotes caster superiority.</p><p></p><p>You could easily turn healing surges into a resource that takes much longer to recover and thus be an 'adventure' resource.</p><p></p><p></p><p></p><p>I miss the 4e Cleric, the 5e one just doesn't do it for me. It feels too... selfish.</p></blockquote><p></p>
[QUOTE="Undrave, post: 8034211, member: 7015698"] I'm curious as to why, would you like to elaborate? Oh I will agree the system as it was in 4e could have used refinement. I just like the philosophy and basic principles... and I'm just sad 5e didn't go for a proper refinement of the system instead of just reverting to some janky 3e call back. A 4e short rest was 10 min and everybody had short rest abilities so the pacing was much breezier. Usually it's long rest abilities that alt the game IMO. It's much easier to narrate a 1 hour break somewhere than a full long rest. As for the healing recovering every encounter... Basically it means that you're never just one bad roll away from death at the start of a fight, but by modulating your Max HP compared to your 'daily HP' (HP+Surges) you could have an experience where, even if you recover every combat, you'd still not want to go blazing into battle foolishly. I think the 4e system could have been refined to deliver that experience... Basically make each encounter feel more dangerous while allowing you to have more of them each day. Let's say you have 100 HP (and no access to quick healing) and you get into a combat with an enemy that does 10 dmg a turn to you and you can knock them out in three turns... You're okay for at least two-three fights without worrying about healing. But if instead your maximum HP is 30, but you can grab from a pool of 70 HP after each encounter, each one becomes much more dangerous and you have to consider what you're doing. I don't think the current system works that well for that. Hit Dice don't feel like a real resource that interplays with the rest of the system, it's just there as an inferior alternative in case you don't have a Caster to heal you. I'm just not a fan of this reliance on magical healing that then promotes caster superiority. You could easily turn healing surges into a resource that takes much longer to recover and thus be an 'adventure' resource. I miss the 4e Cleric, the 5e one just doesn't do it for me. It feels too... selfish. [/QUOTE]
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4e Healing was the best D&D healing
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