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D&D 2024 Is Now OFFICIALLY Called "5.5e"
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<blockquote data-quote="Toe Knee Nose" data-source="post: 9868962" data-attributes="member: 7050577"><p>See, but here's the thing.</p><p></p><p>It really doesn't make any difference. Not really. In 2014, you cast cure light wounds and get an average of 5 hp back. In 2024 you get 10. Wow, double. Huge difference. Except, in play, 5 hp almost never makes any difference in an encounter. The only time it would make any difference is if a baddy hit you for enough damage to down the character, by 5 or less. It's a really, really niche event.</p><p></p><p>That's the problem when we talk about this sort of thing. People look at the numbers in a vacuum and think, "Oh, my god!!! It's a huge difference." But in actual play, the number of times this would actually make a difference is so small that it's a rounding error. It might, might, make a difference in one or two encounters over the course of an entire campaign. The only real difference is that the cleric doesn't need to long rest quite as often, because you burn less spells between rests on recharging HP. </p><p></p><p>Considering there are so many ways to regain HP between long rests, and the odds that you will actually need to cast healing in combat, in play, the two spells make no difference at all. </p><p></p><p>So, yes, these are perfectly compatible and actually make very little difference in play. Most of the difference is simply psychological. I'm actually struggling to think of the last time that anyone at the table actually cast Cure Light Wounds. Between the warlock's Healing Light, short rests, potions, and various other sources of healing, CLW has become a rarely seen spell.</p></blockquote><p></p>
[QUOTE="Toe Knee Nose, post: 9868962, member: 7050577"] See, but here's the thing. It really doesn't make any difference. Not really. In 2014, you cast cure light wounds and get an average of 5 hp back. In 2024 you get 10. Wow, double. Huge difference. Except, in play, 5 hp almost never makes any difference in an encounter. The only time it would make any difference is if a baddy hit you for enough damage to down the character, by 5 or less. It's a really, really niche event. That's the problem when we talk about this sort of thing. People look at the numbers in a vacuum and think, "Oh, my god!!! It's a huge difference." But in actual play, the number of times this would actually make a difference is so small that it's a rounding error. It might, might, make a difference in one or two encounters over the course of an entire campaign. The only real difference is that the cleric doesn't need to long rest quite as often, because you burn less spells between rests on recharging HP. Considering there are so many ways to regain HP between long rests, and the odds that you will actually need to cast healing in combat, in play, the two spells make no difference at all. So, yes, these are perfectly compatible and actually make very little difference in play. Most of the difference is simply psychological. I'm actually struggling to think of the last time that anyone at the table actually cast Cure Light Wounds. Between the warlock's Healing Light, short rests, potions, and various other sources of healing, CLW has become a rarely seen spell. [/QUOTE]
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D&D 2024 Is Now OFFICIALLY Called "5.5e"
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