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General Tabletop Discussion
*TTRPGs General
Does D&D require healing magic? And is that a good thing?
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<blockquote data-quote="tempus edax rerum" data-source="post: 3444446" data-attributes="member: 51253"><p><strong>Ebb and Flow</strong></p><p></p><p>I agree with the earlier poster who noted that healing seems to be built into the encounter mechanics, where a encounter CR equal to the party is supposed to drain approximately 1/4 of the party's resources. Healing magic makes that resource drain less painful - a few judicious healing spells and you're ready for another encounter without a night's rest. You're trading off spell slots for hit points. </p><p></p><p>Where that resource management aspect becomes important is in the pace of the game. If a group plays in such a way that they rush from combat encounter to combat encounter then it's probably better to have healing magic of some sort than to expend hit points. If combat encounters are spread apart in time then healing magic would be a less important resource. An example could be a game featuring lengthy, uneventful travel times (the caravan is NOT beset by bandits - shock!), mystery, or intrigue. </p><p></p><p>If dungeon crawling is an important part of a campaign, magic healing becomes more essential - there's a potential fight or deadly trap in nearly every room. Looking at places like Rappan Athuk, Maure Castle, or the Tomb or Horrors, I find it hard to imagine a party without magical healing surviving easily - unless the DM is going to be extra kind in allowing lengthy rest periods. </p><p></p><p>In my opinion, magic healing is built into the game mechanics as a very desirable option. You can opt not to use it but if you don't, you'll want to bring a lot of hit points to the table. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="tempus edax rerum, post: 3444446, member: 51253"] [b]Ebb and Flow[/b] I agree with the earlier poster who noted that healing seems to be built into the encounter mechanics, where a encounter CR equal to the party is supposed to drain approximately 1/4 of the party's resources. Healing magic makes that resource drain less painful - a few judicious healing spells and you're ready for another encounter without a night's rest. You're trading off spell slots for hit points. Where that resource management aspect becomes important is in the pace of the game. If a group plays in such a way that they rush from combat encounter to combat encounter then it's probably better to have healing magic of some sort than to expend hit points. If combat encounters are spread apart in time then healing magic would be a less important resource. An example could be a game featuring lengthy, uneventful travel times (the caravan is NOT beset by bandits - shock!), mystery, or intrigue. If dungeon crawling is an important part of a campaign, magic healing becomes more essential - there's a potential fight or deadly trap in nearly every room. Looking at places like Rappan Athuk, Maure Castle, or the Tomb or Horrors, I find it hard to imagine a party without magical healing surviving easily - unless the DM is going to be extra kind in allowing lengthy rest periods. In my opinion, magic healing is built into the game mechanics as a very desirable option. You can opt not to use it but if you don't, you'll want to bring a lot of hit points to the table. :) [/QUOTE]
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Does D&D require healing magic? And is that a good thing?
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