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5e, Heal Thyself! Is Healing Too Weak in D&D?
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<blockquote data-quote="el-remmen" data-source="post: 8609975" data-attributes="member: 11"><p>This is another thread that reminds me of how I'm an <a href="https://www.enworld.org/threads/how-am-i-a-d-d-outlier-how-are-you-one.685261/" target="_blank">outlier </a>because most of the arguments for different positions don't match my experience or playstyle.</p><p></p><p>Both of my current 5E D&D groups do plenty of in-combat healing and post-combat patching up (without risking a short rest). The fact that there is no cleric in either group may be skewing this (in past editions my groups always had at least one and usually multiple clerics or multi-classed clerics).</p><p></p><p>I know that there seem to be a lot of people that think using an action for healing is somehow a "waste," but while I get that ideally you'd want to be dealing damage not healing it, most combats and situations are not remotely ideal. And if a character has to spend one action healing another character or themselves to keep from going down and missing multiple actions, that seems like a more than reasonable trade-off. Everyone has to occasionally spend actions doing other things and that includes the monsters!</p><p></p><p>I don't even have the common house rule of potions are a bonus action to use.</p><p></p><p>It might also be that many combats in my game are very long, so any one action or round of activity is not necessarily as crucial. Heck, the session I just ran on Saturday may not be typical, but it was not wholly atypical. It was a five hour combat that was a continuation of a combat that began the session before. Afterwards, all the players raved at how much fun it was, how everyone had something to do, had their moments of both assured victory and deep concern they'd lose, and one player said it was his favorite combat in the 2+ year campaign we've been playing.</p><p></p><p>Maybe it is the fact that I run a so-called "<a href="https://www.enworld.org/threads/its-official-most-of-my-encounters-are-deadly-now-updated-with-info-from-our-jan-and-feb-sessions.680249/" target="_blank">deadly</a>" game (though no one has died yet) and that between occasional time pressures and being in dangerous environments, short rests are not always guaranteed. . .</p><p></p><p>Maybe it is because frequently the motivation for healing is "I have to save my friend!" rather than "I have to make the most optimal action!"</p><p></p><p>That said, I do feel like long rest healing is too generous and the next game I run I am going to suggest a different house rule for how long rests work, so you don't automatically get all your HPs back. But overall, I think the other modes of healing are fine.</p></blockquote><p></p>
[QUOTE="el-remmen, post: 8609975, member: 11"] This is another thread that reminds me of how I'm an [URL='https://www.enworld.org/threads/how-am-i-a-d-d-outlier-how-are-you-one.685261/']outlier [/URL]because most of the arguments for different positions don't match my experience or playstyle. Both of my current 5E D&D groups do plenty of in-combat healing and post-combat patching up (without risking a short rest). The fact that there is no cleric in either group may be skewing this (in past editions my groups always had at least one and usually multiple clerics or multi-classed clerics). I know that there seem to be a lot of people that think using an action for healing is somehow a "waste," but while I get that ideally you'd want to be dealing damage not healing it, most combats and situations are not remotely ideal. And if a character has to spend one action healing another character or themselves to keep from going down and missing multiple actions, that seems like a more than reasonable trade-off. Everyone has to occasionally spend actions doing other things and that includes the monsters! I don't even have the common house rule of potions are a bonus action to use. It might also be that many combats in my game are very long, so any one action or round of activity is not necessarily as crucial. Heck, the session I just ran on Saturday may not be typical, but it was not wholly atypical. It was a five hour combat that was a continuation of a combat that began the session before. Afterwards, all the players raved at how much fun it was, how everyone had something to do, had their moments of both assured victory and deep concern they'd lose, and one player said it was his favorite combat in the 2+ year campaign we've been playing. Maybe it is the fact that I run a so-called "[URL='https://www.enworld.org/threads/its-official-most-of-my-encounters-are-deadly-now-updated-with-info-from-our-jan-and-feb-sessions.680249/']deadly[/URL]" game (though no one has died yet) and that between occasional time pressures and being in dangerous environments, short rests are not always guaranteed. . . Maybe it is because frequently the motivation for healing is "I have to save my friend!" rather than "I have to make the most optimal action!" That said, I do feel like long rest healing is too generous and the next game I run I am going to suggest a different house rule for how long rests work, so you don't automatically get all your HPs back. But overall, I think the other modes of healing are fine. [/QUOTE]
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