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General Tabletop Discussion
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Death, dying and class balance
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6863460" data-attributes="member: 6787650"><p>An optimized healer in 5E can do healing that utterly dwarfs whatever is available from HD healing. Approx. 2000 HP of healing per long rest is achieveable by level 10. Some counterintuitive multiclassing is required (Sorc 3/Lore Bard 6/Life Cleric 1) but you wind up with a character who is not only a superhealer but surprisingly gishy, a skillmonkey, and excellent party support (Hypnotic Pattern, Bless, Enhance Ability, Faerie Fire, etc.). You can replace the cleric with just such a superhealer and never miss out on anything important.</p><p></p><p>When I first started playing 5E it looked as though HD healing was going to be fairly unimportant. And in fact, my actual players at the table haven't discovered or used anything even vaguely approaching this theoretical optimum--I think there's been a grant total of about 120 HP worth of magical healing over the last year and a half. The closest my players have come to powergaming was one player running a Necromancer for about four months, and let me tell you, Necromancers can <em>shred</em> enemies like lettuce.</p><p></p><p>So anyway, healing in 5E can be amazingly liquid if you optimize for it, but in practice it doesn't have to be. If you change the rules to make the game more deadly you might see more healing optimization though.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6863460, member: 6787650"] An optimized healer in 5E can do healing that utterly dwarfs whatever is available from HD healing. Approx. 2000 HP of healing per long rest is achieveable by level 10. Some counterintuitive multiclassing is required (Sorc 3/Lore Bard 6/Life Cleric 1) but you wind up with a character who is not only a superhealer but surprisingly gishy, a skillmonkey, and excellent party support (Hypnotic Pattern, Bless, Enhance Ability, Faerie Fire, etc.). You can replace the cleric with just such a superhealer and never miss out on anything important. When I first started playing 5E it looked as though HD healing was going to be fairly unimportant. And in fact, my actual players at the table haven't discovered or used anything even vaguely approaching this theoretical optimum--I think there's been a grant total of about 120 HP worth of magical healing over the last year and a half. The closest my players have come to powergaming was one player running a Necromancer for about four months, and let me tell you, Necromancers can [I]shred[/I] enemies like lettuce. So anyway, healing in 5E can be amazingly liquid if you optimize for it, but in practice it doesn't have to be. If you change the rules to make the game more deadly you might see more healing optimization though. [/QUOTE]
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