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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Deadlier combat
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<blockquote data-quote="Asisreo" data-source="post: 8071683" data-attributes="member: 7019027"><p>A secret to turn-based RPG's is that healing, as an isolated action, sucks no matter how much it heals (even full health heals). </p><p></p><p>How good healing is depends less on the absolute numbers and more of the relative numbers. For example, a character that has 10hp that gets healed for 10hp has gotten 100% HP back. A character with 20HP that gets healed for 10 HP only gets 50% HP back. </p><p></p><p>What's more important, though, is the target's effective HP. It's basically having the defensive stats of the target put into effect. The real HP of, say, a mage and brawler might be the same, but the effective HP of the brawler might be higher due to his defenses. This matters because healing (usually) doesn't take defensive stats into consideration from the target. It's either a base number, determined by the caster's stats, or a percentage of HP from the target (which only accounts for the real HP). </p><p></p><p>To keep it brief, healing the brawler with the same spell is more effective than healing the mage or even the healer themselves. </p><p></p><p>Healing, by itself, <em>can</em> be effective in D&D. From levels 1&2, a healer can recover an average of 7.5 HP which is close to maximum for certain 1st-level character and over half for most characters in-general. Your spell slots are low, though, and it's hard to manage them already.</p><p></p><p>In D&D 5e, being a dedicated healer that wants to keep people from going down almost requires you to go life cleric. Life cleric has many good things going for it. It turns cure wounds from 7.5 health to 11.5 which is plenty to top off all but the highest HP classes at 1st level. By 2nd level, they earn an extremely rare and coveted short-rest heal. Having a life cleric means that you can top off on health without spending HD or spell slots (this is extremely good). </p><p></p><p>Beacon of hope is good. Not in-combat while you might need concentration, but out-of-combat it can turn a simple second-level cure wounds to have 25 HP of healing, which is pretty great, actually. It also gives advantage to death saves, so if you're dedicated to being a healing type during combat, you have all the necessary tools. Most clerics perfer running around with spirit guardians, though. And I get the appeal of that. Personally, being a life cleric means I should focus on healing more (which I do enjoy doing). </p><p></p><p>Well, it's not about the AoE attacks in isolation. The point is to have multiple casualties at once so that the healer can't bring back multiple people up at once. </p><p></p><p>There's a couple of things to this. </p><p></p><p>1. Deadlier combat will always have a "killer GM" vibe no matter how well you think you'll hide it. </p><p></p><p>2. It's rare for a monster to have consecutive AoE's without them being limited. They're usually either on a recharge or a slot budget or a limited per day budget. The only monster I can think of is pit fiend and if you're fighting a pit fiend and fireball spam is <em>actually</em> hurting your team, you've got bigger concerns. </p><p></p><p>What a DM should do is play the game as normal (mostly attack rolls) until the characters with heals and/or the character with low defenses are relatively low on health. Then, they bring out the AoE's. The exception is recharge enemies, who should actually have their AoE spammed as much as possible since it can't recharge unless it's used and their recharge is their strongest ability.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8071683, member: 7019027"] A secret to turn-based RPG's is that healing, as an isolated action, sucks no matter how much it heals (even full health heals). How good healing is depends less on the absolute numbers and more of the relative numbers. For example, a character that has 10hp that gets healed for 10hp has gotten 100% HP back. A character with 20HP that gets healed for 10 HP only gets 50% HP back. What's more important, though, is the target's effective HP. It's basically having the defensive stats of the target put into effect. The real HP of, say, a mage and brawler might be the same, but the effective HP of the brawler might be higher due to his defenses. This matters because healing (usually) doesn't take defensive stats into consideration from the target. It's either a base number, determined by the caster's stats, or a percentage of HP from the target (which only accounts for the real HP). To keep it brief, healing the brawler with the same spell is more effective than healing the mage or even the healer themselves. Healing, by itself, [I]can[/I] be effective in D&D. From levels 1&2, a healer can recover an average of 7.5 HP which is close to maximum for certain 1st-level character and over half for most characters in-general. Your spell slots are low, though, and it's hard to manage them already. In D&D 5e, being a dedicated healer that wants to keep people from going down almost requires you to go life cleric. Life cleric has many good things going for it. It turns cure wounds from 7.5 health to 11.5 which is plenty to top off all but the highest HP classes at 1st level. By 2nd level, they earn an extremely rare and coveted short-rest heal. Having a life cleric means that you can top off on health without spending HD or spell slots (this is extremely good). Beacon of hope is good. Not in-combat while you might need concentration, but out-of-combat it can turn a simple second-level cure wounds to have 25 HP of healing, which is pretty great, actually. It also gives advantage to death saves, so if you're dedicated to being a healing type during combat, you have all the necessary tools. Most clerics perfer running around with spirit guardians, though. And I get the appeal of that. Personally, being a life cleric means I should focus on healing more (which I do enjoy doing). Well, it's not about the AoE attacks in isolation. The point is to have multiple casualties at once so that the healer can't bring back multiple people up at once. There's a couple of things to this. 1. Deadlier combat will always have a "killer GM" vibe no matter how well you think you'll hide it. 2. It's rare for a monster to have consecutive AoE's without them being limited. They're usually either on a recharge or a slot budget or a limited per day budget. The only monster I can think of is pit fiend and if you're fighting a pit fiend and fireball spam is [I]actually[/I] hurting your team, you've got bigger concerns. What a DM should do is play the game as normal (mostly attack rolls) until the characters with heals and/or the character with low defenses are relatively low on health. Then, they bring out the AoE's. The exception is recharge enemies, who should actually have their AoE spammed as much as possible since it can't recharge unless it's used and their recharge is their strongest ability. [/QUOTE]
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