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General Tabletop Discussion
*Dungeons & Dragons
House-ruling 5e: Alternatives to Ability Increases and Healing
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<blockquote data-quote="Kupursk" data-source="post: 7560081" data-attributes="member: 6986037"><p>I guess I just have a very different experience with 2e/3e from what some of you folks did.</p><p></p><p>In our games we never felt that "need" for a "heal bot", either through a cleric or wands. In fact I don't recall ever having a cure light wounds wand. Potions were more frequent, but not abundant to the point of players depending on them for anything. They were used more like an "oh crap" resource whenever things when awry, and they were always limited anyway.</p><p></p><p>Most of our games were gritty and low-magic. No magic shops and not a huge abundance of magic items. You got what you'd find while adventuring. Very often there'd be no clerics in the party, even. Player's would just rely on natural recovery per rest, and the occasional potion and such. Other than that just try to avoid as much as possible taking unnecessary damage.</p><p></p><p>Usually when there was a cleric, sure, healing made things easier, but mostly the party also fought more carelessly because they knew there was healing. And often the cleric wouldn't spend that many slots in cure spells, after all he did want to play the class for the other spells too. Meaning... sure a cleric helps a lot, but it was never "mandatory."</p><p></p><p>That's why the 5e healing standards feel so alien to me, I guess.</p></blockquote><p></p>
[QUOTE="Kupursk, post: 7560081, member: 6986037"] I guess I just have a very different experience with 2e/3e from what some of you folks did. In our games we never felt that "need" for a "heal bot", either through a cleric or wands. In fact I don't recall ever having a cure light wounds wand. Potions were more frequent, but not abundant to the point of players depending on them for anything. They were used more like an "oh crap" resource whenever things when awry, and they were always limited anyway. Most of our games were gritty and low-magic. No magic shops and not a huge abundance of magic items. You got what you'd find while adventuring. Very often there'd be no clerics in the party, even. Player's would just rely on natural recovery per rest, and the occasional potion and such. Other than that just try to avoid as much as possible taking unnecessary damage. Usually when there was a cleric, sure, healing made things easier, but mostly the party also fought more carelessly because they knew there was healing. And often the cleric wouldn't spend that many slots in cure spells, after all he did want to play the class for the other spells too. Meaning... sure a cleric helps a lot, but it was never "mandatory." That's why the 5e healing standards feel so alien to me, I guess. [/QUOTE]
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House-ruling 5e: Alternatives to Ability Increases and Healing
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