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<blockquote data-quote="Bacon Bits" data-source="post: 8325209" data-attributes="member: 6777737"><p>These two were both explicit design decisions. One of the complaints about 3e, when you could buy magic items, was that PCs would spend a lot of money buying wands of cure light wounds. It was the most GP-efficient way to restore HP. </p><p></p><p>If players are going to work that hard to recover HP to keep adventuring, the 5e design reasoning went, then why not just let the PCs recover anyways?</p><p></p><p>So, now the default is to let the PCs recover fairly quickly, and if some tables want it slower they can always adjust it downwards with the optional rules in the DMG. But you end up with a design more people favor in actual play if you make healing ubiquitous and cost only a small amount of time.</p><p></p><p></p><p></p><p>Well, there were higher attack routines at high level for Fighter, Paladin, and Ranger, but they were so slow to advance that they might as well not exist. And spellcasters get higher level spells, of course.</p><p></p><p>But, yes, there was an assumption in 1e that much of the progression your character would make would be tied to what they accomplished or found, rather than what the PHB gave them "automatically". There's pros and cons to both styles.</p><p></p><p></p><p></p><p>Alternately, if your table likes a lot of combat you can run a ton of encounters without power leveling the party.</p><p></p><p>Milestone XP really lets the DM control party advancement (which can really help with adventure design), and doesn't pin the PCs to performing in any preconceived manner. I can understand some players missing XP tallies, but it's a ton of extra bookkeeping that, IMO, really feels totally unnecessary.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 8325209, member: 6777737"] These two were both explicit design decisions. One of the complaints about 3e, when you could buy magic items, was that PCs would spend a lot of money buying wands of cure light wounds. It was the most GP-efficient way to restore HP. If players are going to work that hard to recover HP to keep adventuring, the 5e design reasoning went, then why not just let the PCs recover anyways? So, now the default is to let the PCs recover fairly quickly, and if some tables want it slower they can always adjust it downwards with the optional rules in the DMG. But you end up with a design more people favor in actual play if you make healing ubiquitous and cost only a small amount of time. Well, there were higher attack routines at high level for Fighter, Paladin, and Ranger, but they were so slow to advance that they might as well not exist. And spellcasters get higher level spells, of course. But, yes, there was an assumption in 1e that much of the progression your character would make would be tied to what they accomplished or found, rather than what the PHB gave them "automatically". There's pros and cons to both styles. Alternately, if your table likes a lot of combat you can run a ton of encounters without power leveling the party. Milestone XP really lets the DM control party advancement (which can really help with adventure design), and doesn't pin the PCs to performing in any preconceived manner. I can understand some players missing XP tallies, but it's a ton of extra bookkeeping that, IMO, really feels totally unnecessary. [/QUOTE]
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