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Halving the natural healing rate?
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<blockquote data-quote="Gadget" data-source="post: 6844144" data-attributes="member: 23716"><p>I would be very careful before altering the natural hit point recovery rate, especially if new and coming from 3e. 5e may look a lot like 3e on the surface, but there are many subtle differences that can have side effects. The 3e emphasis of ever increasing bonuses and numbers have been curtailed, and Bounded Accuracy introduced. While not perfect (IMO there are still too many ways to boost AC very high), BA is supposed to keep most of the numbers down with the exception of Hit Points and Damage. These two numbers (along with, to a lesser degree, to hit bonus) are the real measure of toughness from level to level and keeps mobs of mooks still somewhat threatening. </p><p></p><p>That being said, the DMG give several alternate variants for a more 'gritty' feel that can be more enjoyable to certain play styles. To my mind, this newer overnight healing isn't much different from how 3e was mostly played, only in that game people just stocked up on Cure Light Wounds wands and the like to provide the same effect. It is also designed to reduce the "Who's going to play the Cleric?" syndrome that many complained about. Although nowadays, with the cleric, druid, paladin, bard, and ranger all getting significant healing spells, that burden is much more distributed.</p></blockquote><p></p>
[QUOTE="Gadget, post: 6844144, member: 23716"] I would be very careful before altering the natural hit point recovery rate, especially if new and coming from 3e. 5e may look a lot like 3e on the surface, but there are many subtle differences that can have side effects. The 3e emphasis of ever increasing bonuses and numbers have been curtailed, and Bounded Accuracy introduced. While not perfect (IMO there are still too many ways to boost AC very high), BA is supposed to keep most of the numbers down with the exception of Hit Points and Damage. These two numbers (along with, to a lesser degree, to hit bonus) are the real measure of toughness from level to level and keeps mobs of mooks still somewhat threatening. That being said, the DMG give several alternate variants for a more 'gritty' feel that can be more enjoyable to certain play styles. To my mind, this newer overnight healing isn't much different from how 3e was mostly played, only in that game people just stocked up on Cure Light Wounds wands and the like to provide the same effect. It is also designed to reduce the "Who's going to play the Cleric?" syndrome that many complained about. Although nowadays, with the cleric, druid, paladin, bard, and ranger all getting significant healing spells, that burden is much more distributed. [/QUOTE]
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Halving the natural healing rate?
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