Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
5e, Heal Thyself! Is Healing Too Weak in D&D?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="EzekielRaiden" data-source="post: 8609645" data-attributes="member: 6790260"><p>Since I was one of the people who triggered this essay, albeit not the very first, I can explain my thoughts.</p><p></p><p>Firstly: All the discussion about <em>daily</em> healing is irrelevant. Neither the other poster nor I said anything whatsoever about <em>daily</em> healing, which I completely agree is more than adequate in terms of daily HP regain. As a result, a significant chunk of Snarf's essay is irrelevant to me...with one minor caveat. Hit Dice.</p><p></p><p>Snarf's characterization of Hit Dice is incorrect. They <em>do not</em> actually recover your full HP, at least on average, and they only <em>approach</em> that <em>if you actually have all of them</em>. You only recover half your total HD with a long rest, so that isn't a reliable source of healing. E.g., a level 8 Fighter with 16 Constitution gets eight 1d10+3 hits (average 68) of HP, while having 13+7*(6+3) = 13+63 = 76 HP, so those Hit Dice only restore 68/76 = ~89.5% of your total HP <em>if you have all your hit dice</em>. If you only have half, as will be common if you're burning through them to heal, you'll only get ~44.7%. Meanwhile, a puny 10 Con (non-Dragon) Sorcerer of the same level would get 8d6 flat, for a total of 8*3.5 = 28 HP while having 6+7*4 = 6+28 = 32 HP (gaining 28/32 = 87.5% on average). Edit: Further, as noted by [USER=907]@Staffan[/USER] the longer length of "short" rests actually encourages taking more long rests and fewer short rests, which further erodes the value of Hit Dice. It's a very unfortunate "damned if you do, damned if you don't" situation: if you <em>do</em> use them up regularly, you're constantly at half-strength. If you <em>don't</em>, well, not only are you not getting that healing, but you're probably taking advantage of the nightly full heal up instead, since it is <em>not easy</em> to make truly consistent time pressure where 8 hrs rest is totally unacceptable but 2-3 hours rest is completely fine, no problems.</p><p></p><p>Second: everything Snarf has said about "of course damage should be higher than healing" has missed a key point. I was not talking about damage <em>players do</em> vs healing <em>players do</em>, I was talking about damage players <em>take</em> vs healing they do. PC damage output is one of the two variables (alongside monster HP) that feeds into overall combat <em>pace</em>, which is an important design concern, but not directly relevant to topic of PC healing input. Instead, <em>monster</em> damage output is the directly relevant factor, which adjusts the volatility (how quickly PC status changes) and lethality (how likely PCs are to die). My issue is that the extant healing rules produce very little <em>volatility</em>, which means they aren't very "exciting" because once you hit near-dead status there's little (if any) reason to change that until combat ends, while producing high <em>lethality</em> unless the players resort to the oft-maligned "whack-a-mole" or "pop-up" healing. Since I am making no claims whatsoever about whether PC healing output should exceed PC damage output, a further chunk of the original essay is also irrelevant.</p><p></p><p>Third, as alluded in my previous post, it is a mistake to presume that the only way to ensure that healing is scarce (and thus encourage risk-taking behavior) is to make healing <em>small</em> relative to incoming damage. One can, instead, make healing <em>rare</em> in comparison to incoming damage, tweaking frequency down and therefore amount up. That causes players to have to make a nontrivial choice: <em>risk</em> the extra danger of maybe not having enough resources to bounce back, for the <em>reward</em> of ending the fight quickly so it doesn't drain even more resources. This is a critical area that Healing Surges introduced extremely well in 4e and which is very poorly supported by the Hit Dice rules in 5e (in part for the reasons listed above).</p><p></p><p>So....I have very little to say to Snarf directly here because the vast majority of his points are <em>completely irrelevant</em> to the question of whether <em>in-combat</em> healing is worthwhile. He highlights a valid point--that there must be comparative scarcity of healing, in order to force choices to be made--but falls down by presuming that scarcity means <em>small amounts</em> when it could instead mean <em>few uses</em>. Had 5e retained <em>more</em> of what makes Healing Surges work, it would in fact have very little of <em>either</em> "whack-a-mole" healing <em>or</em> "rocket tag."* Instead, it would have much more engaging combats that were more volatile (frequent and significant changes of state, creating tension and excitement) while actually being (somewhat) <em>less</em> lethal (as critical danger would be more easily averted).</p><p></p><p><strong>TL;DR:</strong> End-of-day healing is fine, but irrelevant, and HD do not work as Snarf described. Damage output vs healing output is irrelevant; damage <em>taken</em> vs healing output is, and that's very different. If we tune healing <em>frequency</em> down but healing <em>amount</em> up, we can make healing worthwhile but limited, rather than worthless unless "whack-a-mole."</p><p></p><p>*For those unfamiliar with the term, "rocket tag" refers to gameplay where damage or debility occurs extremely rapidly, causing very quick wins or losses with little time to shift gears or rally. In the most extreme (sometimes literal) cases, both sides are armed with rocket launchers and a single successful attack causes instant death to the target(s). Obviously, 5e is not quite <em>that</em> instantaneous, but monster damage output is extremely significant compared to player HP and player healing <em>quantity</em> (as opposed to <em>frequency</em>).</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8609645, member: 6790260"] Since I was one of the people who triggered this essay, albeit not the very first, I can explain my thoughts. Firstly: All the discussion about [I]daily[/I] healing is irrelevant. Neither the other poster nor I said anything whatsoever about [I]daily[/I] healing, which I completely agree is more than adequate in terms of daily HP regain. As a result, a significant chunk of Snarf's essay is irrelevant to me...with one minor caveat. Hit Dice. Snarf's characterization of Hit Dice is incorrect. They [I]do not[/I] actually recover your full HP, at least on average, and they only [I]approach[/I] that [I]if you actually have all of them[/I]. You only recover half your total HD with a long rest, so that isn't a reliable source of healing. E.g., a level 8 Fighter with 16 Constitution gets eight 1d10+3 hits (average 68) of HP, while having 13+7*(6+3) = 13+63 = 76 HP, so those Hit Dice only restore 68/76 = ~89.5% of your total HP [I]if you have all your hit dice[/I]. If you only have half, as will be common if you're burning through them to heal, you'll only get ~44.7%. Meanwhile, a puny 10 Con (non-Dragon) Sorcerer of the same level would get 8d6 flat, for a total of 8*3.5 = 28 HP while having 6+7*4 = 6+28 = 32 HP (gaining 28/32 = 87.5% on average). Edit: Further, as noted by [USER=907]@Staffan[/USER] the longer length of "short" rests actually encourages taking more long rests and fewer short rests, which further erodes the value of Hit Dice. It's a very unfortunate "damned if you do, damned if you don't" situation: if you [I]do[/I] use them up regularly, you're constantly at half-strength. If you [I]don't[/I], well, not only are you not getting that healing, but you're probably taking advantage of the nightly full heal up instead, since it is [I]not easy[/I] to make truly consistent time pressure where 8 hrs rest is totally unacceptable but 2-3 hours rest is completely fine, no problems. Second: everything Snarf has said about "of course damage should be higher than healing" has missed a key point. I was not talking about damage [I]players do[/I] vs healing [I]players do[/I], I was talking about damage players [I]take[/I] vs healing they do. PC damage output is one of the two variables (alongside monster HP) that feeds into overall combat [I]pace[/I], which is an important design concern, but not directly relevant to topic of PC healing input. Instead, [I]monster[/I] damage output is the directly relevant factor, which adjusts the volatility (how quickly PC status changes) and lethality (how likely PCs are to die). My issue is that the extant healing rules produce very little [I]volatility[/I], which means they aren't very "exciting" because once you hit near-dead status there's little (if any) reason to change that until combat ends, while producing high [I]lethality[/I] unless the players resort to the oft-maligned "whack-a-mole" or "pop-up" healing. Since I am making no claims whatsoever about whether PC healing output should exceed PC damage output, a further chunk of the original essay is also irrelevant. Third, as alluded in my previous post, it is a mistake to presume that the only way to ensure that healing is scarce (and thus encourage risk-taking behavior) is to make healing [I]small[/I] relative to incoming damage. One can, instead, make healing [I]rare[/I] in comparison to incoming damage, tweaking frequency down and therefore amount up. That causes players to have to make a nontrivial choice: [I]risk[/I] the extra danger of maybe not having enough resources to bounce back, for the [I]reward[/I] of ending the fight quickly so it doesn't drain even more resources. This is a critical area that Healing Surges introduced extremely well in 4e and which is very poorly supported by the Hit Dice rules in 5e (in part for the reasons listed above). So....I have very little to say to Snarf directly here because the vast majority of his points are [I]completely irrelevant[/I] to the question of whether [I]in-combat[/I] healing is worthwhile. He highlights a valid point--that there must be comparative scarcity of healing, in order to force choices to be made--but falls down by presuming that scarcity means [I]small amounts[/I] when it could instead mean [I]few uses[/I]. Had 5e retained [I]more[/I] of what makes Healing Surges work, it would in fact have very little of [I]either[/I] "whack-a-mole" healing [I]or[/I] "rocket tag."* Instead, it would have much more engaging combats that were more volatile (frequent and significant changes of state, creating tension and excitement) while actually being (somewhat) [I]less[/I] lethal (as critical danger would be more easily averted). [B]TL;DR:[/B] End-of-day healing is fine, but irrelevant, and HD do not work as Snarf described. Damage output vs healing output is irrelevant; damage [I]taken[/I] vs healing output is, and that's very different. If we tune healing [I]frequency[/I] down but healing [I]amount[/I] up, we can make healing worthwhile but limited, rather than worthless unless "whack-a-mole." *For those unfamiliar with the term, "rocket tag" refers to gameplay where damage or debility occurs extremely rapidly, causing very quick wins or losses with little time to shift gears or rally. In the most extreme (sometimes literal) cases, both sides are armed with rocket launchers and a single successful attack causes instant death to the target(s). Obviously, 5e is not quite [I]that[/I] instantaneous, but monster damage output is extremely significant compared to player HP and player healing [I]quantity[/I] (as opposed to [I]frequency[/I]). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
5e, Heal Thyself! Is Healing Too Weak in D&D?
Top