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5e, Heal Thyself! Is Healing Too Weak in D&D?
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<blockquote data-quote="tetrasodium" data-source="post: 8617807" data-attributes="member: 93670"><p>That last line is probably a bit of the disconnect in communication. When I pointed out how 3 level 17 fighters could roflstomp that CR17 solo monster you noted in 1-2 rounds, I didn't didn't include the use of <em>any</em> abilities gained beyond level 11 other than proficiency increases. That's important because 11 is when fighters get their third attack. It's so bad that the 7 to hit at level 17 jumps to an 8 from 13-16 & a 9 from 9-12. If flanking is being used that's a 7 8 or 9 rolled with advantage.</p><p></p><p>Things are ok at very low levels like tier1 & some of tier2, but high tier2 starts falling apart & the bolts fly off with greater frequency each level as soon as you hit tier3 simply because the PCs continue getting stronger while gaining better gear even though the monsters are all tuned to lower tier adventurers with weaker abilities & weaker gear.</p><p></p><p>Thanks to damage beyond zero going away wackamole healing & trivialized(<em><span style="font-size: 10px">fast/easy/safe)</span></em> overly generous out of combat recovery options the party doesn't really even need to be concerned about hp depletion or resource consumption used in that round or two.</p><p>[spoiler="5e's Level Tiers"]</p><p>Tier 1 - level 1-4</p><p>Tier 2 - Level 5-10</p><p>Tier 3 - Level 11-16</p><p>Tier 4 - Level 17-20</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8617807, member: 93670"] That last line is probably a bit of the disconnect in communication. When I pointed out how 3 level 17 fighters could roflstomp that CR17 solo monster you noted in 1-2 rounds, I didn't didn't include the use of [I]any[/I] abilities gained beyond level 11 other than proficiency increases. That's important because 11 is when fighters get their third attack. It's so bad that the 7 to hit at level 17 jumps to an 8 from 13-16 & a 9 from 9-12. If flanking is being used that's a 7 8 or 9 rolled with advantage. Things are ok at very low levels like tier1 & some of tier2, but high tier2 starts falling apart & the bolts fly off with greater frequency each level as soon as you hit tier3 simply because the PCs continue getting stronger while gaining better gear even though the monsters are all tuned to lower tier adventurers with weaker abilities & weaker gear. Thanks to damage beyond zero going away wackamole healing & trivialized([I][SIZE=2]fast/easy/safe)[/SIZE][/I] overly generous out of combat recovery options the party doesn't really even need to be concerned about hp depletion or resource consumption used in that round or two. [spoiler="5e's Level Tiers"] Tier 1 - level 1-4 Tier 2 - Level 5-10 Tier 3 - Level 11-16 Tier 4 - Level 17-20 [/spoiler] [/QUOTE]
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5e, Heal Thyself! Is Healing Too Weak in D&D?
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