No idea really, my group plays without a cleric or a paladin. One group has a druid, but that is it. If you don't have easy healing you just play differently. 5e works fine, for us, without a dedicate magic healer.So what do people think? Are the other healing spells too weak in general?
No idea really, my group plays without a cleric or a paladin. One group has a druid, but that is it. If you don't have easy healing you just play differently. 5e works fine, for us, without a dedicate magic healer.
What about the way combats and classes are, well, 'tuned?'
Classes have a lot of resources that could be used in a single combat, if it were to go long. BA means numbers tell heavily. Encounter guidelines (& class balance, incidentally) are designed around long, 6-8 encounter days. The result: any challenge is likely only felt on the final encounters of a given day, previous encounters seem 'easy' (even if you're hoarding resources for use later, because you know they're there), and, if the day is too short, all the encounters seem easy. Lead with a hard enough encounter to feel really challenging and resources will be unloaded on it, leaving the party tapped out to the point they'll want to recharge.
Balancing around the 'day' seems to be a significant part of the issue.
I think a lot of players are overestimating the power of healing spirit, especially if you take the strict reading that it can't heal unconscious or paralysed creatures without the use of the caster's bonus action (and also disallowing anyone else to get healing for a round).I have brought up my concerns with healing spirit to my party before, and their universal response has been "its the only good healing spell in the game, all other healing is just way too weak".
True, and, really, it's kinda by design intent.True, that might've been the original idea, but "6-8 Encounters per day" is impractical and unrealistic.
Tracking resource use across sessions doesn't strike me as impractical, but I suppose anything could be too much trouble for some groups, and you & yours may routinely do something I find too much of a hassle, as well. :You can't get through that many fights in a session, maybe 3-4 if you do little roleplaying and exploration. Then you have to remember and keep track of all spent resources from session-to-session (in my groups' case, a month's wait or more). And if you're doing anything besides a dungeon crawl, it's not realistic that parties will face that many fights in an actual adventuring day. You'll get a couple rolls on a random encounter chart in a wilderness trek - so maybe 1-2 fights. You'll get 1 fight maximum if you're in a city.
I think the better (more realistic) way to have scaled D&D's resources is against a 2 encounter day.
I've tried a method of "you get a rest when I say you get a rest," usually when it was story-appropriate and after 3-5ish encounters (this was recent, but we were playing 4e). The players revolted. "But this is a daily power - and it's a new day." "But we slept overnight, so it counts as a long rest." "How can I know how to pace myself if I don't know when I'll be able to rest?"
So it seems like the only thing one can do is to delay getting the powers back or to make encounters challenging enough to drain the equivalent resources of 2-3 encounters.
It's odd that more people aren't experiencing issues with this (or they aren't talking about it). The other DMs who have DMed for me seem to be okay with one encounter per day, going nova, and not challenging their parties at all.
Obviously, your PCs have too many hit points.So what do people think? Are the other healing spells too weak in general?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.