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Assaying rules for 5E E6 (Revised)
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<blockquote data-quote="clearstream" data-source="post: 9341196" data-attributes="member: 71699"><p>I've been mulling over the increases to healing (from 1d8 per level base to 2d8 per level). There are interesting facets to it</p><p></p><p style="margin-left: 20px">Healing by a small amount is only good for <em>whack-a-mole</em>... it doesn't do much to keep participants from going down in the first place and to some extent relies upon the "efficiency-of-dying" to make the cut as a viable strategy, therefore I generally like the idea of increasing the baseline</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The increase correctly represents the cost of a slot (spell) versus that of a freely repeatable effect (cantrip). That's true <em>only if</em> a group are prepared to make rests mean something (i.e. enforce X rests per encounter). Otherwise, within a fight, the true cost is found in the action economy (i.e. it's near identical.) Along with tightened wording on long rests, it seems to me that this sort of change indicates that the designers intend rests to matter.</p> <p style="margin-left: 20px"></p><p>Seeing as the above doesn't obviate the efficiency-of-dying, I wondered about limiting the increase to when cast on those standing? Possibly rethinking Stunned: 5 to something like Stunned: 2 and Resistance: Healing. That forestalls <em>whack-a-mole</em> and addresses head-on the "efficiency-of-dying".</p></blockquote><p></p>
[QUOTE="clearstream, post: 9341196, member: 71699"] I've been mulling over the increases to healing (from 1d8 per level base to 2d8 per level). There are interesting facets to it [INDENT]Healing by a small amount is only good for [I]whack-a-mole[/I]... it doesn't do much to keep participants from going down in the first place and to some extent relies upon the "efficiency-of-dying" to make the cut as a viable strategy, therefore I generally like the idea of increasing the baseline[/INDENT] [INDENT][/INDENT] [INDENT]The increase correctly represents the cost of a slot (spell) versus that of a freely repeatable effect (cantrip). That's true [I]only if[/I] a group are prepared to make rests mean something (i.e. enforce X rests per encounter). Otherwise, within a fight, the true cost is found in the action economy (i.e. it's near identical.) Along with tightened wording on long rests, it seems to me that this sort of change indicates that the designers intend rests to matter.[/INDENT] [INDENT][/INDENT] Seeing as the above doesn't obviate the efficiency-of-dying, I wondered about limiting the increase to when cast on those standing? Possibly rethinking Stunned: 5 to something like Stunned: 2 and Resistance: Healing. That forestalls [I]whack-a-mole[/I] and addresses head-on the "efficiency-of-dying". [/QUOTE]
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