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December 1st UA Spell changes
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<blockquote data-quote="Clint_L" data-source="post: 8854441" data-attributes="member: 7035894"><p>To each their own. Trying to stay ahead of damage is a sucker's game in 5e though, and that's by design. Most combats only last a few rounds, so picking someone up in time for their turn is literally all that matters. If they get knocked down again after they go, who cares? Just pick them up again before their next turn if you need them, and if the combat is still going. Death saves are a resource - they are in effect an infinitely rechargeable extra hit point pool. It's smart to use them. And <em>healing word</em> is a bonus action with a 60 foot range that recharges death saves.</p><p></p><p>Cure wounds is an action, requires touch, and does 2 more points of healing than healing word. If you think 2 points of health is worth trading 60 foot range and a bonus action instead of action well...we see action economy very differently.</p><p></p><p>That's why I think healing word is broken and bad for the game. With healing word readily available, it is very, very hard for characters to die. It totally lowers the stakes in combat. I mean, death saves already do this, but when you combine them with healing word the encounter has to be incredibly tough or players incredibly bad for them to really be at risk. And it is widely available at level 1 as a bonus action at range, so the action economy is amazing. More encounters have been profoundly altered by healing word than any other spell in the game, which is why I think it is hands down the most powerful, consequential spell in 5e.</p><p></p><p>Not taking healing word because you think it is cheesy and broken I can respect. Not taking it because you think cure wounds is better is a difficult argument to make. I think it should be removed from the game.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 8854441, member: 7035894"] To each their own. Trying to stay ahead of damage is a sucker's game in 5e though, and that's by design. Most combats only last a few rounds, so picking someone up in time for their turn is literally all that matters. If they get knocked down again after they go, who cares? Just pick them up again before their next turn if you need them, and if the combat is still going. Death saves are a resource - they are in effect an infinitely rechargeable extra hit point pool. It's smart to use them. And [I]healing word[/I] is a bonus action with a 60 foot range that recharges death saves. Cure wounds is an action, requires touch, and does 2 more points of healing than healing word. If you think 2 points of health is worth trading 60 foot range and a bonus action instead of action well...we see action economy very differently. That's why I think healing word is broken and bad for the game. With healing word readily available, it is very, very hard for characters to die. It totally lowers the stakes in combat. I mean, death saves already do this, but when you combine them with healing word the encounter has to be incredibly tough or players incredibly bad for them to really be at risk. And it is widely available at level 1 as a bonus action at range, so the action economy is amazing. More encounters have been profoundly altered by healing word than any other spell in the game, which is why I think it is hands down the most powerful, consequential spell in 5e. Not taking healing word because you think it is cheesy and broken I can respect. Not taking it because you think cure wounds is better is a difficult argument to make. I think it should be removed from the game. [/QUOTE]
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