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General Tabletop Discussion
*Dungeons & Dragons
Excluding Healing Spirit, is 5e Healing too weak?
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<blockquote data-quote="NotAYakk" data-source="post: 7873680" data-attributes="member: 72555"><p>Yes, in 4e healing potions did not give you an infinite pool of HP. Your tank would run out of gas and need a break, even with infinite healing potions backing them up.</p><p></p><p>You apparently want infinite healing potions to be able to make someone have infinite endurance, and consider the alternative to suck.</p><p></p><p>Note you could still choose the tactic of "I don't get hit" and play 4e. It wasn't <strong>optimal</strong>, but neither is any character who isn't a chain of nfinite-simulacrum wizards at level 17 5e.</p><p></p><p>Now, in both 5e and 4e, taking preventing 100% focus fire on your tank by taking a few hits that would otherwise focus on the tank is optimal play. But 5e's encounter balance is a lot more random; 4e it was possible to throw a bunch of challenging encounters at a party in a row and stress the party's resources in a pretty controlled manner.</p><p></p><p>So a 4e DM (especially at low levels) can push a party to the brink (resource-wise) reliably; it has pretty robust encounter building tools. In 5e, if you push the party anywhere near the brink, you are going to get a TPK or have to cheat (change the encounter on the fly, etc) with near certainty by the 5th time you do it.</p><p></p><p>This, together with the flat power curve of 5e D&D from level 5 to 15, means that DMs seem to eyeball encounters as much as they use the encounter building tools. That flat power curve, more than anything, keeps 5e encounters from being splat fests, and is a great innovation of the game. People talk about how the bounded accuracy of 5e made it plausible to use CR 1 monsters en-mass as threats to high level parties; I find more of its utility is really that a CR 18 demi-lich is extremely scary, but not a guaranteed TPK for a level 10 party.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 7873680, member: 72555"] Yes, in 4e healing potions did not give you an infinite pool of HP. Your tank would run out of gas and need a break, even with infinite healing potions backing them up. You apparently want infinite healing potions to be able to make someone have infinite endurance, and consider the alternative to suck. Note you could still choose the tactic of "I don't get hit" and play 4e. It wasn't [b]optimal[/b], but neither is any character who isn't a chain of nfinite-simulacrum wizards at level 17 5e. Now, in both 5e and 4e, taking preventing 100% focus fire on your tank by taking a few hits that would otherwise focus on the tank is optimal play. But 5e's encounter balance is a lot more random; 4e it was possible to throw a bunch of challenging encounters at a party in a row and stress the party's resources in a pretty controlled manner. So a 4e DM (especially at low levels) can push a party to the brink (resource-wise) reliably; it has pretty robust encounter building tools. In 5e, if you push the party anywhere near the brink, you are going to get a TPK or have to cheat (change the encounter on the fly, etc) with near certainty by the 5th time you do it. This, together with the flat power curve of 5e D&D from level 5 to 15, means that DMs seem to eyeball encounters as much as they use the encounter building tools. That flat power curve, more than anything, keeps 5e encounters from being splat fests, and is a great innovation of the game. People talk about how the bounded accuracy of 5e made it plausible to use CR 1 monsters en-mass as threats to high level parties; I find more of its utility is really that a CR 18 demi-lich is extremely scary, but not a guaranteed TPK for a level 10 party. [/QUOTE]
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Excluding Healing Spirit, is 5e Healing too weak?
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