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<blockquote data-quote="Tony Vargas" data-source="post: 6351636" data-attributes="member: 996"><p>Maybe don't think of it in terms of natural vs magical but as resource vs rest?</p><p></p><p>5e was, according to Mike Mearls in an L&L, and he's never modified the stance, being balanced around a specific day length (in encounters & rounds). It's workable, if the DM and players don't deviate from the prescribed schedule. Overnight healing is one of the things that keeps the game on that schedule. Making healing magic 'weaker' may well be intended as another - thus the 'waste' issue you mention.</p><p></p><p>If healing magic is powerful, there may be a temptation to actually use it frequently, which would /extend/ the length of the day, imbalancing the game against the casters - /at the cost of a caster resource/. By making magical healing an obviously bad choice, 5e encourages casters to refrain from it, and keep days short enough for them to remain competitive. </p><p></p><p>In that sense, it's making a caster option less powerful, so casters will stay more powerful, overall.</p><p></p><p>Now that I think about it, it could also be that HD are meant to encourage the otherwise onerous and improbable-seeming, hour-long short rest be taken 1/day, so that classes, like the Wizard and Fighter, who recharge something on a short rest will actually see it recharged more often than long-rest-recharge abilities.</p><p></p><p></p><p>It really does look like healing has been well-thought-out to help coerce the necessary day length, and thus help prevent the game from being played in other ways. An interesting design decision, given the stated goals of 5e.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6351636, member: 996"] Maybe don't think of it in terms of natural vs magical but as resource vs rest? 5e was, according to Mike Mearls in an L&L, and he's never modified the stance, being balanced around a specific day length (in encounters & rounds). It's workable, if the DM and players don't deviate from the prescribed schedule. Overnight healing is one of the things that keeps the game on that schedule. Making healing magic 'weaker' may well be intended as another - thus the 'waste' issue you mention. If healing magic is powerful, there may be a temptation to actually use it frequently, which would /extend/ the length of the day, imbalancing the game against the casters - /at the cost of a caster resource/. By making magical healing an obviously bad choice, 5e encourages casters to refrain from it, and keep days short enough for them to remain competitive. In that sense, it's making a caster option less powerful, so casters will stay more powerful, overall. Now that I think about it, it could also be that HD are meant to encourage the otherwise onerous and improbable-seeming, hour-long short rest be taken 1/day, so that classes, like the Wizard and Fighter, who recharge something on a short rest will actually see it recharged more often than long-rest-recharge abilities. It really does look like healing has been well-thought-out to help coerce the necessary day length, and thus help prevent the game from being played in other ways. An interesting design decision, given the stated goals of 5e. [/QUOTE]
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