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5.24e New Cleric
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<blockquote data-quote="Daztur" data-source="post: 9447367" data-attributes="member: 55680"><p>I can see both sides of the tactical issue WRT healing in 5.5e. On the one hand the 5e version of Cure Wounds can be a real newbie trap and I absolutely HATE newbie traps. But making 5.5e combat overall more forgiving is annoying when it is, if anything, too forgiving already rubs me the wrong way. I think overall on the tactical side I'm coming down on the 5.5e version, I just hate newbie traps that much and have seen newbies call headfirst into this particular newbie traps a few times.</p><p></p><p>But for the strategic side of the issue causing such a big increase in how much you can heal per day really rubs me the wrong way. If PCs get injured they have just so many sources of healing in 5e and buffing one just makes it take a really REALLY long time to attrition down PCs through a string of shorter combats. And I don't like that. How long it took to attrition down 5e PCs was already my biggest single issue with 5e and now 5.5e is making that problem significantly worse.</p><p></p><p>If I were to run 5.5e one of my first houserules would be to keep this buffed healing but make these buffed healing spells cost Hit Dice. That allows them to be useful in combat but puts a hard break on the amount of healing you can pump out over the course of an adventuring day.</p></blockquote><p></p>
[QUOTE="Daztur, post: 9447367, member: 55680"] I can see both sides of the tactical issue WRT healing in 5.5e. On the one hand the 5e version of Cure Wounds can be a real newbie trap and I absolutely HATE newbie traps. But making 5.5e combat overall more forgiving is annoying when it is, if anything, too forgiving already rubs me the wrong way. I think overall on the tactical side I'm coming down on the 5.5e version, I just hate newbie traps that much and have seen newbies call headfirst into this particular newbie traps a few times. But for the strategic side of the issue causing such a big increase in how much you can heal per day really rubs me the wrong way. If PCs get injured they have just so many sources of healing in 5e and buffing one just makes it take a really REALLY long time to attrition down PCs through a string of shorter combats. And I don't like that. How long it took to attrition down 5e PCs was already my biggest single issue with 5e and now 5.5e is making that problem significantly worse. If I were to run 5.5e one of my first houserules would be to keep this buffed healing but make these buffed healing spells cost Hit Dice. That allows them to be useful in combat but puts a hard break on the amount of healing you can pump out over the course of an adventuring day. [/QUOTE]
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