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General Tabletop Discussion
*Dungeons & Dragons
Healing in 5E
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<blockquote data-quote="KarinsDad" data-source="post: 6338021" data-attributes="member: 2011"><p>In 5E from what I can tell, a smart enemy has to have an action or movement available to kick the weapon away. Free actions in 5E are effectively part of either your action, or your movement. So yes, a foe could kick the weapon away if he has any part of his movement remaining after he downs a PC. But he usually couldn't do that if he had either used up his total movement, or if he had attacked from range. So it might happen, but it might not.</p><p></p><p>As for dropping your stuff, picking it back up again as part of your movement to stand up is legitimate as well. Plus I suspect that most players of melee PCs I know will have multiple weapons available (one piercing, one bludgeoning, one or more ranged, and one slashing). There are quite a few monsters that are resistant to one type to stick to one weapon. Stand up and pull out a different weapon.</p><p></p><p></p><p>With regard to healing being a trap, nobody is stating that it is every single time. And by trap, we mean that it is often a sub-optimal choice, not that it is the worst choice possible.</p><p></p><p>In 4E, the times when healing is a sub-optimal choice is less frequent than it will be in 5E (since it often required using a minor action that did not hinder the standard action too much). I gave an example earlier in this thread of when healing was sub-optimal in 4E. It happened then too.</p><p></p><p>But just by the ways the rules are set up, healing someone in 5E should be done judiciously. Healing really is for after the combat when possible. Yes, there will be exceptions to the general rule here. But if the foes damage more than the heals heal, it can definitely be sub-optimal. On the other hand, it can also be a delaying tactic, allowing the rest of the party to finish off their foes and keeping one PC alive. It just depends on situation.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 6338021, member: 2011"] In 5E from what I can tell, a smart enemy has to have an action or movement available to kick the weapon away. Free actions in 5E are effectively part of either your action, or your movement. So yes, a foe could kick the weapon away if he has any part of his movement remaining after he downs a PC. But he usually couldn't do that if he had either used up his total movement, or if he had attacked from range. So it might happen, but it might not. As for dropping your stuff, picking it back up again as part of your movement to stand up is legitimate as well. Plus I suspect that most players of melee PCs I know will have multiple weapons available (one piercing, one bludgeoning, one or more ranged, and one slashing). There are quite a few monsters that are resistant to one type to stick to one weapon. Stand up and pull out a different weapon. With regard to healing being a trap, nobody is stating that it is every single time. And by trap, we mean that it is often a sub-optimal choice, not that it is the worst choice possible. In 4E, the times when healing is a sub-optimal choice is less frequent than it will be in 5E (since it often required using a minor action that did not hinder the standard action too much). I gave an example earlier in this thread of when healing was sub-optimal in 4E. It happened then too. But just by the ways the rules are set up, healing someone in 5E should be done judiciously. Healing really is for after the combat when possible. Yes, there will be exceptions to the general rule here. But if the foes damage more than the heals heal, it can definitely be sub-optimal. On the other hand, it can also be a delaying tactic, allowing the rest of the party to finish off their foes and keeping one PC alive. It just depends on situation. [/QUOTE]
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