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December 1st UA Spell changes
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<blockquote data-quote="James Gasik" data-source="post: 8857433" data-attributes="member: 6877472"><p>There is a reason to go back to the 4e style of using hit dice to heal in order to provide better healing. In 4e, a healing surge healed you for 25% of your maximum hit points.</p><p></p><p>You could only use this once per encounter with Second Wind, or outside of battle, after the 5 minute short rest. Most spells that allowed you to heal gave you your healing surge value plus a bonus of some kind.</p><p></p><p>This allowed for a Healing Word to provide a significant chunk of hp, but it also limited how much healing one could receive over the course of a day. The usual argument about healing spells comes down to this-</p><p></p><p>*The ultimate limit to how much players can accomplish in a game day is their hit point totals. Every spell slot or ability that provides healing is <em>in addition to</em> your use of Hit Dice.</p><p></p><p>When you take these things in aggregate, only a tough encounter can really drain the resources of non-spellcasters in any real way. In fact, some non-spellcasters, like the Fighter, even have a resource to heal on their own, that is recoverable.</p><p></p><p>So consider a 4th level Fighter with a 16 Constitution. Let's say they have 36 hit points. To actually stop them from engaging in fights, you need to get them down to 50-75% of their total hit points. By themselves, with no one else, you need to consider 4d10+8 healing from Hit Dice, and their Second Wind, which is another 1d10+2 that can refresh after a short rest.</p><p></p><p>Then you have to take into account whatever healing they could get from their Cleric/Bard/Druid/Paladin/Ranger in the party, not to mention cheap potions of healing (in a game that doesn't give you much to spend money on) and the Healer Feat.</p><p></p><p>If you're the kind of DM who uses an attrition model for adventure design, even if you limit resting using grittier rules, or ban the purchase of healing potions, this is already a high bar to achieve in order to feel like you're actually draining resources from the party.</p><p></p><p>If healing spells get better <em>without changing anything else</em>, that bar might become stratospheric. And this is assuming you actually can fit in the fabled 6ish encounters per game day.</p><p></p><p>Anything that the players can do to rest more often also has to be addressed, since that gives them more ready access to resources.</p><p></p><p>I can't stand this model personally, I want healing magic to feel worthwhile again. But at the same time, I'm not going to force extra battles just to pad out my adventure, and I also like big setpiece battles that are tougher than normal (and thus, might require better combat healing).</p><p></p><p>But as long as this is the way 5e is built, we're going to get pushback even if we mathematically prove that combat healing is terrible, because there are DM's who are looking at daily resources players have, and already feel it's too much.</p><p></p><p>I'm sure if Divine Spark leaves the playtest intact, that's going to be one more issue for them, especially since they also seem to want players to regain all Hit Dice at the end of a long rest, instead of half...</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8857433, member: 6877472"] There is a reason to go back to the 4e style of using hit dice to heal in order to provide better healing. In 4e, a healing surge healed you for 25% of your maximum hit points. You could only use this once per encounter with Second Wind, or outside of battle, after the 5 minute short rest. Most spells that allowed you to heal gave you your healing surge value plus a bonus of some kind. This allowed for a Healing Word to provide a significant chunk of hp, but it also limited how much healing one could receive over the course of a day. The usual argument about healing spells comes down to this- *The ultimate limit to how much players can accomplish in a game day is their hit point totals. Every spell slot or ability that provides healing is [I]in addition to[/I] your use of Hit Dice. When you take these things in aggregate, only a tough encounter can really drain the resources of non-spellcasters in any real way. In fact, some non-spellcasters, like the Fighter, even have a resource to heal on their own, that is recoverable. So consider a 4th level Fighter with a 16 Constitution. Let's say they have 36 hit points. To actually stop them from engaging in fights, you need to get them down to 50-75% of their total hit points. By themselves, with no one else, you need to consider 4d10+8 healing from Hit Dice, and their Second Wind, which is another 1d10+2 that can refresh after a short rest. Then you have to take into account whatever healing they could get from their Cleric/Bard/Druid/Paladin/Ranger in the party, not to mention cheap potions of healing (in a game that doesn't give you much to spend money on) and the Healer Feat. If you're the kind of DM who uses an attrition model for adventure design, even if you limit resting using grittier rules, or ban the purchase of healing potions, this is already a high bar to achieve in order to feel like you're actually draining resources from the party. If healing spells get better [I]without changing anything else[/I], that bar might become stratospheric. And this is assuming you actually can fit in the fabled 6ish encounters per game day. Anything that the players can do to rest more often also has to be addressed, since that gives them more ready access to resources. I can't stand this model personally, I want healing magic to feel worthwhile again. But at the same time, I'm not going to force extra battles just to pad out my adventure, and I also like big setpiece battles that are tougher than normal (and thus, might require better combat healing). But as long as this is the way 5e is built, we're going to get pushback even if we mathematically prove that combat healing is terrible, because there are DM's who are looking at daily resources players have, and already feel it's too much. I'm sure if Divine Spark leaves the playtest intact, that's going to be one more issue for them, especially since they also seem to want players to regain all Hit Dice at the end of a long rest, instead of half... [/QUOTE]
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