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5e, Heal Thyself! Is Healing Too Weak in D&D?
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<blockquote data-quote="Helldritch" data-source="post: 8616043" data-attributes="member: 6855114"><p>As is, 5ed healing is very generous both out and in combat. Of course, in combat healing is a little bit less effective simply because combat in 5ed is against bags of hit points.</p><p></p><p>In my games, we apply no healing on rest and all natural healing cost HD. A short rest is ten minutes lines, but only two are allowed and only half your level in HD can be used on a short rest. This makes magical healing quite important. </p><p></p><p>Players now ask for healing as soon as they reach half their HP maximum as the whack a mole is totally too risky to try in my games (we use side initiative). A downed player might go down for good if not healed in time before the foes simply finish him. </p><p></p><p>Warding bond is a very often used spells. Some spectators in our Friday night dungeon are surprised at how much important the players are putting on this spell. The life cleric usually cast it on the barb/fighter with the sentinel feat and the tactic works quite fine. </p><p></p><p>Enforcing the 6 to 8 encounters per day also help with the gritty games I usually play and this makes fights actually challenging. Some players will use the dodge action whenever too low on hp and even the help action on high AC foes. One of my "not so secrets" is to avoid monotype encounters. Using casters with ranged and melee opponents works wonders as players are forced to use cover even in the back ranks. A tactic often used if no cover is available is to drop prone to have ranged attackers attack at disadvantage but it can backfire if a foe comes to melee. All in all, the few optional rules I use make for a better combat experience with combats lasting around 8 rounds in average. This makes healing in combat very important and done way before the 1hp mark is reached. The medical and Inspiring Leader feats have proven to be incredibly useful. With players often delaying the 20 in a stat in order to get one or both of these. </p><p></p><p>I also added a potion pouch box , safely holding four potions that makes potions usable as a bonus action. Healing potions are often in there with one potion of necrotic resistance. Undead with necrotic damage will heal out the necrotic damage done. And necrotic damage is applied fully even on a save. The save is ro see if the damage will reduce the target's hp until a rest is done... this makes undead a little bit more frightful. </p><p></p><p>But unmodified, healing in 5ed is best done after combat if short rests are unavailable.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8616043, member: 6855114"] As is, 5ed healing is very generous both out and in combat. Of course, in combat healing is a little bit less effective simply because combat in 5ed is against bags of hit points. In my games, we apply no healing on rest and all natural healing cost HD. A short rest is ten minutes lines, but only two are allowed and only half your level in HD can be used on a short rest. This makes magical healing quite important. Players now ask for healing as soon as they reach half their HP maximum as the whack a mole is totally too risky to try in my games (we use side initiative). A downed player might go down for good if not healed in time before the foes simply finish him. Warding bond is a very often used spells. Some spectators in our Friday night dungeon are surprised at how much important the players are putting on this spell. The life cleric usually cast it on the barb/fighter with the sentinel feat and the tactic works quite fine. Enforcing the 6 to 8 encounters per day also help with the gritty games I usually play and this makes fights actually challenging. Some players will use the dodge action whenever too low on hp and even the help action on high AC foes. One of my "not so secrets" is to avoid monotype encounters. Using casters with ranged and melee opponents works wonders as players are forced to use cover even in the back ranks. A tactic often used if no cover is available is to drop prone to have ranged attackers attack at disadvantage but it can backfire if a foe comes to melee. All in all, the few optional rules I use make for a better combat experience with combats lasting around 8 rounds in average. This makes healing in combat very important and done way before the 1hp mark is reached. The medical and Inspiring Leader feats have proven to be incredibly useful. With players often delaying the 20 in a stat in order to get one or both of these. I also added a potion pouch box , safely holding four potions that makes potions usable as a bonus action. Healing potions are often in there with one potion of necrotic resistance. Undead with necrotic damage will heal out the necrotic damage done. And necrotic damage is applied fully even on a save. The save is ro see if the damage will reduce the target's hp until a rest is done... this makes undead a little bit more frightful. But unmodified, healing in 5ed is best done after combat if short rests are unavailable. [/QUOTE]
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5e, Heal Thyself! Is Healing Too Weak in D&D?
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