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General Tabletop Discussion
*Dungeons & Dragons
5e, Heal Thyself! Is Healing Too Weak in D&D?
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<blockquote data-quote="tetrasodium" data-source="post: 8618364" data-attributes="member: 93670"><p>The system being designed so that the vast majority of PC attacks land actually makes it more difficult to correct problems & move away from giant bags of HP. For classes with like warlock/warlock dip & most martials with multiple attacks they have every attack made at the same tohit so they don't have any "well at least my first attack is probably a lock & maybe I'll get lucky with the rest" to ensure that low hp high AC monsters have an upper bound on staying power. Single attack classes like rogues & most casters/non-eldritch blast cantrip users by extension don't have a framework they can lean into for things like the old spell penetration & such & big AOE's don't really pull anyone out of the fire when the party's not at their best or gets unlucky thanks to giant inflated HP values & trivialized resource recovery.</p><p></p><p>The first time someone drives a car it might be exciting, it might even still be exciting for a great many times, but eventually driving a car is just mundane & routine. Yea success is "exciting" & failure is "frustrating" but there are limits to that just like driving a car. There's a big gap between the markers of success on god mode with an aimbot on the easy setting & a failure in <a href="https://tvtropes.org/pmwiki/pmwiki.php/Main/NintendoHard" target="_blank">nintendo hard</a> battletoads/dark souls on the nightmare setting marker. If too many elements that support moving away from that first marker are removed it just adds extra hurdles for anyone who wants to make that move because the game itself is tuned for certain success.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8618364, member: 93670"] The system being designed so that the vast majority of PC attacks land actually makes it more difficult to correct problems & move away from giant bags of HP. For classes with like warlock/warlock dip & most martials with multiple attacks they have every attack made at the same tohit so they don't have any "well at least my first attack is probably a lock & maybe I'll get lucky with the rest" to ensure that low hp high AC monsters have an upper bound on staying power. Single attack classes like rogues & most casters/non-eldritch blast cantrip users by extension don't have a framework they can lean into for things like the old spell penetration & such & big AOE's don't really pull anyone out of the fire when the party's not at their best or gets unlucky thanks to giant inflated HP values & trivialized resource recovery. The first time someone drives a car it might be exciting, it might even still be exciting for a great many times, but eventually driving a car is just mundane & routine. Yea success is "exciting" & failure is "frustrating" but there are limits to that just like driving a car. There's a big gap between the markers of success on god mode with an aimbot on the easy setting & a failure in [URL='https://tvtropes.org/pmwiki/pmwiki.php/Main/NintendoHard']nintendo hard[/URL] battletoads/dark souls on the nightmare setting marker. If too many elements that support moving away from that first marker are removed it just adds extra hurdles for anyone who wants to make that move because the game itself is tuned for certain success. [/QUOTE]
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5e, Heal Thyself! Is Healing Too Weak in D&D?
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