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General Tabletop Discussion
*Dungeons & Dragons
Healing
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<blockquote data-quote="Tony Vargas" data-source="post: 6352016" data-attributes="member: 996"><p>I doubt healing spells are meant to balance the Cleric in that sense. If anything, the 'healing burden' helps balance all the other stuff Clerics get relative to other casters (heavy armor, divine domains, channel divinity, d8 HD, decent weapons, etc) on top of getting all spells known automatically and having just as many slots, because healing eats into those slots to benefit other characters.</p><p></p><p> I agree we can't say how it'll play out with regard to pacing incentives, atm. While I can see how HD & overnight healing are going to help encourage the party to take a short rest each day, and not wait too long between long rests, I'm not sure I see what (beyond DM intervention or player restraint) is going to prevent the dreaded 5MWD. </p><p></p><p>And, again, the Cleric in 5e has far too many spells, other class abilities, and even melee to fall back upon, to be 'only' useful as an in-combat healer - and the Cleric in 4e had plenty to do buffing and contributing directly, that (minor action) healing was hardly his 'only' function. You'd have to go back to AD&D to find a 'healbot' cleric.</p><p></p><p> It's a save assumption that the DMG will have some sort of guidance. If it's about /pacing/ - if, for instance, it advises you to change the definition of short or long rest (short rests are 8 uninterrupted hours, maybe - long ones days of R&R in a safe/friendly environment, perhaps), then you follow that advice and get a slower-paced campaign where a day's worth of encounters can be spread over a week and things work out reasonably well. If it advises you to do that /just/ by changing the rate of natural healing (X hps/1 HD/whatever per long rest or something), then following that advice could seriously impact class- and encounter- balance, as rest-recharge abilities become much more available.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6352016, member: 996"] I doubt healing spells are meant to balance the Cleric in that sense. If anything, the 'healing burden' helps balance all the other stuff Clerics get relative to other casters (heavy armor, divine domains, channel divinity, d8 HD, decent weapons, etc) on top of getting all spells known automatically and having just as many slots, because healing eats into those slots to benefit other characters. I agree we can't say how it'll play out with regard to pacing incentives, atm. While I can see how HD & overnight healing are going to help encourage the party to take a short rest each day, and not wait too long between long rests, I'm not sure I see what (beyond DM intervention or player restraint) is going to prevent the dreaded 5MWD. And, again, the Cleric in 5e has far too many spells, other class abilities, and even melee to fall back upon, to be 'only' useful as an in-combat healer - and the Cleric in 4e had plenty to do buffing and contributing directly, that (minor action) healing was hardly his 'only' function. You'd have to go back to AD&D to find a 'healbot' cleric. It's a save assumption that the DMG will have some sort of guidance. If it's about /pacing/ - if, for instance, it advises you to change the definition of short or long rest (short rests are 8 uninterrupted hours, maybe - long ones days of R&R in a safe/friendly environment, perhaps), then you follow that advice and get a slower-paced campaign where a day's worth of encounters can be spread over a week and things work out reasonably well. If it advises you to do that /just/ by changing the rate of natural healing (X hps/1 HD/whatever per long rest or something), then following that advice could seriously impact class- and encounter- balance, as rest-recharge abilities become much more available. [/QUOTE]
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