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Hit points & long rests: please consider?
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<blockquote data-quote="Mercutio01" data-source="post: 5922834" data-attributes="member: 37277"><p>I'm sure you believe that. I don't. A caster without spells is a liability, not an asset, and they already have an extremely limited resource management (spells refreshing in a day), so limiting it further makes them unwanted hangers-on. It makes every wizard a Raistlin. I like Raistlin, but until he is imbued with Fistandantilus, he's nothing but a liability and a problem for the rest of the Heroes of the Lance.</p><p></p><p>And I am of the completely opposite opinions on both of those, without a doubt. First, a fighter can swing an axe every turn in every encounter for a full week. A wizard can't do that if his spells only refresh once a week. Second, mundane Wolverine-style magical healing breaks immersion and turns regular Joe the town misfit who turns to a life of adventure into SuperJoe the caped crusader. That is definitely not a good thing in the game.</p><p></p><p>And I see all this anti-magical healing stuff and think it's a load of garbage. No one forces you to play a cleric anymore than every party requires a wizard or a rogue. Just because you don't want to play a magical healer doesn't mean that everyone should be a superhero with mutant healing factors.</p><p></p><p>Or do you feel like everyone should be able to cast Magic Missiles and Fireballs since only wizards can do that? Maybe every fighter should be able to shoot magical bolts of light, heal himself, find every trap, talk every princess into bed, and singlehandedly kill the dragon?</p><p></p><p>It's a silly argument.</p><p></p><p>EDIT - Yes, it's hyperbolic, but the "But now every party requires a Healer" is just as ridiculous as "But now every party requires a rogue" or "Every party requires a blaster." I don't see people complaining about that. If people want to survive in a group, it DOES need to be well-rounded. A party of one of each character should heal faster, and move through the game better than a party of just fighters. Frankly, if you don't want a healer in your group, don't play one and just be prepared to not heal as fast. It's a trade-off, and it should be such. Just as not having a trap-finder means you're way more likely to blunder into traps or not having a wizard means your ability to control the battlefield is highly unlikely or not having a fighter means your squishies are going to get hit.</p><p></p><p>Long story short, I'll be house-ruling out Wolverine-style hit point recovery immediately upon purchase of D&DNext (assuming it's still in there) or, unlikely, just not purchasing D&DNext to begin with. This is why I'm participating in the playtest--to provide feedback for what it will take for me to buy the next version of D&D. So far I like just about everything else about the game except for mundane healing as written. That's not enough to make me give up completely, but it is enough to make me house-rule it, AND to provide my playtest feedback about it hoping they change it.</p></blockquote><p></p>
[QUOTE="Mercutio01, post: 5922834, member: 37277"] I'm sure you believe that. I don't. A caster without spells is a liability, not an asset, and they already have an extremely limited resource management (spells refreshing in a day), so limiting it further makes them unwanted hangers-on. It makes every wizard a Raistlin. I like Raistlin, but until he is imbued with Fistandantilus, he's nothing but a liability and a problem for the rest of the Heroes of the Lance. And I am of the completely opposite opinions on both of those, without a doubt. First, a fighter can swing an axe every turn in every encounter for a full week. A wizard can't do that if his spells only refresh once a week. Second, mundane Wolverine-style magical healing breaks immersion and turns regular Joe the town misfit who turns to a life of adventure into SuperJoe the caped crusader. That is definitely not a good thing in the game. And I see all this anti-magical healing stuff and think it's a load of garbage. No one forces you to play a cleric anymore than every party requires a wizard or a rogue. Just because you don't want to play a magical healer doesn't mean that everyone should be a superhero with mutant healing factors. Or do you feel like everyone should be able to cast Magic Missiles and Fireballs since only wizards can do that? Maybe every fighter should be able to shoot magical bolts of light, heal himself, find every trap, talk every princess into bed, and singlehandedly kill the dragon? It's a silly argument. EDIT - Yes, it's hyperbolic, but the "But now every party requires a Healer" is just as ridiculous as "But now every party requires a rogue" or "Every party requires a blaster." I don't see people complaining about that. If people want to survive in a group, it DOES need to be well-rounded. A party of one of each character should heal faster, and move through the game better than a party of just fighters. Frankly, if you don't want a healer in your group, don't play one and just be prepared to not heal as fast. It's a trade-off, and it should be such. Just as not having a trap-finder means you're way more likely to blunder into traps or not having a wizard means your ability to control the battlefield is highly unlikely or not having a fighter means your squishies are going to get hit. Long story short, I'll be house-ruling out Wolverine-style hit point recovery immediately upon purchase of D&DNext (assuming it's still in there) or, unlikely, just not purchasing D&DNext to begin with. This is why I'm participating in the playtest--to provide feedback for what it will take for me to buy the next version of D&D. So far I like just about everything else about the game except for mundane healing as written. That's not enough to make me give up completely, but it is enough to make me house-rule it, AND to provide my playtest feedback about it hoping they change it. [/QUOTE]
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