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breaking the healing rules with goodberries
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6685897" data-attributes="member: 6787650"><p>You know, you can get up to 1368 HP worth of Mephits out of a single cast of Conjure Minor Elementals VIII, and you can also get 576 HP worth of wolves out of Conjure Animals V + Speak With Animals (ritual) + Inspiring Leader.</p><p></p><p>And you can stack the Healer feat on top of that, as Mistwell says.</p><p></p><p>5E <em>tries</em> to be a game that's about attrition, but it's easy for PCs to turn that into a game where the things that are ablating are easily restored. Ranged PCs can turn distance into effective HP and restore that distance either in combat with things like Cunning Action or out of combat by just walking. Healer PCs can turn gold into HP. Inspired Leaders turn time into HP. Fighters also turn time into HP (Second Wind). Conjurors turn animals into HP. Necromancers turn corpses and weapons into HP. Paladins turn AC into more effective HP. Shadow Monks turn ki into surprise (Pass Without Trace almost guarantees surprise to a small party) which is effectively HP (enemy misses one full round of attacks).</p><p></p><p>That's why I say that attrition doesn't really work in 5E. Maybe they wanted it to work with their "6-8 encounters per day" guidelines, but in practice the only encounters which actually threaten the party are bursty[1]. I'm okay with that BTW, not complaining--it's just a thing to be aware of.</p><p></p><p>[1] Obviously you could throw a whole bunch of proactively bursty encounters at the party in one day, like having a clan of demons pursue them and every hour a few more demons find them, and that would make them harder than just a single bursty encounter. But my point is that you can't just follow the DMG guidelines and give them 8 Medium/Hard encounters that stay within the XP daily budget and expect to challenge them. So it's not that attrition doesn't work, it's just that the slope of the attrition curve is way milder than 5E designers apparently expected, so parties don't ablate significantly over the course of a standard "adventuring day" worth of encounters.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6685897, member: 6787650"] You know, you can get up to 1368 HP worth of Mephits out of a single cast of Conjure Minor Elementals VIII, and you can also get 576 HP worth of wolves out of Conjure Animals V + Speak With Animals (ritual) + Inspiring Leader. And you can stack the Healer feat on top of that, as Mistwell says. 5E [I]tries[/I] to be a game that's about attrition, but it's easy for PCs to turn that into a game where the things that are ablating are easily restored. Ranged PCs can turn distance into effective HP and restore that distance either in combat with things like Cunning Action or out of combat by just walking. Healer PCs can turn gold into HP. Inspired Leaders turn time into HP. Fighters also turn time into HP (Second Wind). Conjurors turn animals into HP. Necromancers turn corpses and weapons into HP. Paladins turn AC into more effective HP. Shadow Monks turn ki into surprise (Pass Without Trace almost guarantees surprise to a small party) which is effectively HP (enemy misses one full round of attacks). That's why I say that attrition doesn't really work in 5E. Maybe they wanted it to work with their "6-8 encounters per day" guidelines, but in practice the only encounters which actually threaten the party are bursty[1]. I'm okay with that BTW, not complaining--it's just a thing to be aware of. [1] Obviously you could throw a whole bunch of proactively bursty encounters at the party in one day, like having a clan of demons pursue them and every hour a few more demons find them, and that would make them harder than just a single bursty encounter. But my point is that you can't just follow the DMG guidelines and give them 8 Medium/Hard encounters that stay within the XP daily budget and expect to challenge them. So it's not that attrition doesn't work, it's just that the slope of the attrition curve is way milder than 5E designers apparently expected, so parties don't ablate significantly over the course of a standard "adventuring day" worth of encounters. [/QUOTE]
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