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Community
General Tabletop Discussion
*Dungeons & Dragons
Excluding Healing Spirit, is 5e Healing too weak?
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<blockquote data-quote="DEFCON 1" data-source="post: 7873085" data-attributes="member: 7006"><p>5E healing isn't too weak, because every game has the easiest method for extensive healing-- adding a 5th PC.</p><p></p><p>And if you want healing to be overpowered? You have 6 PCs. Heaven forbid you play at a table with 7 or more PCs, because then you pretty much have to have every attack do Max Damage using several monsters whose CR is like 5 levels higher than the party (while still having every attack of their do Max Damage) to even attempt at making a fight somewhat threatening-- to like a <em>single</em> a PC that might have to actually roll a death save. Meanwhile the entire rest of the group are pretty much fine.</p><p></p><p>At 1st level a Cure Wounds is 1d8+Mod HP in healing... while adding a 5th PC gives you 10-15 of additional hit points for monsters to fight through. Put a party of 6 PCs at the table and the monsters are having to try and wade through an additional 20 to 30 HP that they weren't designed to fight effectively against. Who needs to waste spell slots on Cure spells when you can just hire another HP soak and give it a share of the treasure?</p><p></p><p>I wonder how many tables that say healing isn't strong enough just have one melee character up front soaking hit after hit after hit while the other four PCs hide out in the back never taking any damage... but they also can't heal that one tank fast enough to not have it almost die every fight? If the entire party would actually step up and take a bunch of hits themselves to spread out the HP loss... fights would get exponentially less deadly and the slowness of healing melts away.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7873085, member: 7006"] 5E healing isn't too weak, because every game has the easiest method for extensive healing-- adding a 5th PC. And if you want healing to be overpowered? You have 6 PCs. Heaven forbid you play at a table with 7 or more PCs, because then you pretty much have to have every attack do Max Damage using several monsters whose CR is like 5 levels higher than the party (while still having every attack of their do Max Damage) to even attempt at making a fight somewhat threatening-- to like a [I]single[/I] a PC that might have to actually roll a death save. Meanwhile the entire rest of the group are pretty much fine. At 1st level a Cure Wounds is 1d8+Mod HP in healing... while adding a 5th PC gives you 10-15 of additional hit points for monsters to fight through. Put a party of 6 PCs at the table and the monsters are having to try and wade through an additional 20 to 30 HP that they weren't designed to fight effectively against. Who needs to waste spell slots on Cure spells when you can just hire another HP soak and give it a share of the treasure? I wonder how many tables that say healing isn't strong enough just have one melee character up front soaking hit after hit after hit while the other four PCs hide out in the back never taking any damage... but they also can't heal that one tank fast enough to not have it almost die every fight? If the entire party would actually step up and take a bunch of hits themselves to spread out the HP loss... fights would get exponentially less deadly and the slowness of healing melts away. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Excluding Healing Spirit, is 5e Healing too weak?
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