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4e Healing was the best D&D healing
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<blockquote data-quote="The Crimson Binome" data-source="post: 8038471" data-attributes="member: 6775031"><p>Unfortunately, the default rules are so ridiculously far over to one side that there's no way to get back to normal, even using every option that was included for that explicit purpose. Even if it takes eight hours for a short rest, and a week to recover your healing surges; and even if you only get back half of your healing surges per long rest, with no free healing at any point; you can still go from 1hp to full over eight hours. That places a hard limit on what damage is, which puts it exactly into line with 4E, and makes it completely distinct from everything before that.</p><p></p><p>And that's intentional. You're supposed to have free healing, because you're supposed to be hit. Fixing that would require a complete overhaul of how AC works, in addition to spot-fixing things like the fighter's second wind. It's not remotely trivial to house rule. You'd be just as successful in replicating the feel of 4E tactical combat, by including the optional rules for marking and flanking. The tools they give you are simply insufficient.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 8038471, member: 6775031"] Unfortunately, the default rules are so ridiculously far over to one side that there's no way to get back to normal, even using every option that was included for that explicit purpose. Even if it takes eight hours for a short rest, and a week to recover your healing surges; and even if you only get back half of your healing surges per long rest, with no free healing at any point; you can still go from 1hp to full over eight hours. That places a hard limit on what damage is, which puts it exactly into line with 4E, and makes it completely distinct from everything before that. And that's intentional. You're supposed to have free healing, because you're supposed to be hit. Fixing that would require a complete overhaul of how AC works, in addition to spot-fixing things like the fighter's second wind. It's not remotely trivial to house rule. You'd be just as successful in replicating the feel of 4E tactical combat, by including the optional rules for marking and flanking. The tools they give you are simply insufficient. [/QUOTE]
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4e Healing was the best D&D healing
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