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5e, Heal Thyself! Is Healing Too Weak in D&D?
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<blockquote data-quote="Snarf Zagyg" data-source="post: 8610250" data-attributes="member: 7023840"><p>Yes. It was a comment about 5e specifically, and about (from my perspective) the most likely means to privilege in-combat healing.</p><p></p><p><em>This is with the assumption that by "in-combat healing" we are talking about the use of spells and other class abilities to allow in-combat healing, and not simply adopting addition "surge rules" as in the optional rules within the DMG.</em></p><p></p><p></p><p></p><p>Of the topics mentioned, I would lean toward the notion that it would disrupt the resource economy in 5e, particularly as it relates to combat.</p><p></p><p>I don't think class/build parity would matter much, tbh, and I don't think niche protection is much of a thing in 5e at this point. </p><p></p><p>Where I do see the issue is that 5e is still tied to the resource economy of the adventure day; while the short rest mechanic breaks that up somewhat, it appears that they are moving away from that in more recent books. So I would put this under the rubric of the "adventuring day." The combats mostly rely on iterations of an attrition model, and tension in combat (to the extent it is generated in 5e) would be dissipated by increasing the amount of healing to equal the amount of damage during combat. </p><p></p><p>As it is, the tension/release is generated, for the most part, by "getting through" the combat and then healing up. </p><p></p><p></p><p></p><p>I don't have any real concerns on that. If someone wants to put in the time and effort, good for them! That said, I think it would be a fair amount of time and effort for decreasing rewards. I think it would certainly be possible, but would involve (for example) changing other mechanics in fundamental ways- removing death saves (and/or whac-a-mole) or greatly increasing the power of monsters. If they do it, awesome sauce!</p><p></p><p></p><p></p><p>Ooohhh. No. I don't think 5e is meticulously balanced. At all. Which is why you can screw around with it so much. In fact, I think that it would be quite possible to just say, by <em>fiat, </em>that healing spells do more healing and have a go at it.</p><p></p><p><em>But</em> ... I do think that this was a deliberate design choice, and because of the resource management and attrition model used, it will likely have more effects than first considered.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 8610250, member: 7023840"] Yes. It was a comment about 5e specifically, and about (from my perspective) the most likely means to privilege in-combat healing. [I]This is with the assumption that by "in-combat healing" we are talking about the use of spells and other class abilities to allow in-combat healing, and not simply adopting addition "surge rules" as in the optional rules within the DMG.[/I] Of the topics mentioned, I would lean toward the notion that it would disrupt the resource economy in 5e, particularly as it relates to combat. I don't think class/build parity would matter much, tbh, and I don't think niche protection is much of a thing in 5e at this point. Where I do see the issue is that 5e is still tied to the resource economy of the adventure day; while the short rest mechanic breaks that up somewhat, it appears that they are moving away from that in more recent books. So I would put this under the rubric of the "adventuring day." The combats mostly rely on iterations of an attrition model, and tension in combat (to the extent it is generated in 5e) would be dissipated by increasing the amount of healing to equal the amount of damage during combat. As it is, the tension/release is generated, for the most part, by "getting through" the combat and then healing up. I don't have any real concerns on that. If someone wants to put in the time and effort, good for them! That said, I think it would be a fair amount of time and effort for decreasing rewards. I think it would certainly be possible, but would involve (for example) changing other mechanics in fundamental ways- removing death saves (and/or whac-a-mole) or greatly increasing the power of monsters. If they do it, awesome sauce! Ooohhh. No. I don't think 5e is meticulously balanced. At all. Which is why you can screw around with it so much. In fact, I think that it would be quite possible to just say, by [I]fiat, [/I]that healing spells do more healing and have a go at it. [I]But[/I] ... I do think that this was a deliberate design choice, and because of the resource management and attrition model used, it will likely have more effects than first considered. [/QUOTE]
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5e, Heal Thyself! Is Healing Too Weak in D&D?
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