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General Tabletop Discussion
*Dungeons & Dragons
Has D&D Combat Always Been Slow?
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<blockquote data-quote="tetrasodium" data-source="post: 8150037" data-attributes="member: 93670"><p>I'm going to assume that you aren't referencing the near complete removal of the tactical grid components from 5e is not the part you are talking about but in past editions that missing tactical component resulted in a lot of strategy planning between turns so players could coordinate things that took effort & risk to gain significant benefits like area denial/zone of control/extra accuracy/safety for an ally/etc.</p><p></p><p>In past editions you either simply died at zero and were completely dead or you started bleeding out until you stabilized fell to negative 10, and/or got healed back to positive hp by healing through every one of those negative hp.... If you hit negative 10 by bleeding or through damage you were completely dead. In 5e when a level 2 fighter with zero con (16hp) is at 1hp & gets crit for 10 damage 9 of that damage goes away & a healing word (or any number of other spells/abilities) brings that fighter from zero hp to having 1d4+casting mod, this can go on until a bad guy hits that fighter for 16 or more damage. If every spell slot is extended it doesn't really matter because "we take a long rest" recovers <em>all</em> missing hit points & spell slots no matter if everyone is at some ridiculous 1/999hp hypothetical. Combined with the ay non-spontaneous spells worked in the past there was a real cost to throwing healing spells n every slot making sure the healing types would use a rolled up newspaper on reckless players not working with the group while 5e allows a player has both every unused spell slot devoted to healing as well as cool spells to do cool things until a need for one or the other comes up... When the spell slots are low, oh look lets take a long rest because 5e tuned itself to adventuring days loaded up like the battle of helms deep.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8150037, member: 93670"] I'm going to assume that you aren't referencing the near complete removal of the tactical grid components from 5e is not the part you are talking about but in past editions that missing tactical component resulted in a lot of strategy planning between turns so players could coordinate things that took effort & risk to gain significant benefits like area denial/zone of control/extra accuracy/safety for an ally/etc. In past editions you either simply died at zero and were completely dead or you started bleeding out until you stabilized fell to negative 10, and/or got healed back to positive hp by healing through every one of those negative hp.... If you hit negative 10 by bleeding or through damage you were completely dead. In 5e when a level 2 fighter with zero con (16hp) is at 1hp & gets crit for 10 damage 9 of that damage goes away & a healing word (or any number of other spells/abilities) brings that fighter from zero hp to having 1d4+casting mod, this can go on until a bad guy hits that fighter for 16 or more damage. If every spell slot is extended it doesn't really matter because "we take a long rest" recovers [I]all[/I] missing hit points & spell slots no matter if everyone is at some ridiculous 1/999hp hypothetical. Combined with the ay non-spontaneous spells worked in the past there was a real cost to throwing healing spells n every slot making sure the healing types would use a rolled up newspaper on reckless players not working with the group while 5e allows a player has both every unused spell slot devoted to healing as well as cool spells to do cool things until a need for one or the other comes up... When the spell slots are low, oh look lets take a long rest because 5e tuned itself to adventuring days loaded up like the battle of helms deep. [/QUOTE]
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