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How has 5e solved the Wand of CLW problem?
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<blockquote data-quote="Tony Vargas" data-source="post: 6561241" data-attributes="member: 996"><p>5e has dealt with it by eliminating the item, obviously. As far as dealing with the necessity of the item, it has added HD, useable in a very long 'short' rest of 1hr (one defense of the WoCLW was that it shouldn't always be possible to spend 10 rounds (1 min) for each 45 hps healed, obviously, a full hour is something you'll get to do a lot less often), but not very many of them. The WoCLW let the party heal up between combats, making it possible for each combat to really challenge them, and making it less suicidal for the party to do without a traditional healer - and for traditional healers to do more than just 'healbot' all the time.</p><p></p><p>So, the other half of the equation for 5e is encounter guidelines, which have to be tuned towards less challenging/interesting/deadly encounters so that attrition over the course of a day, rather than jeopardy in each combat, individually, provides tension. Of course, it's very easy to provide that sense of jeopardy within a 5e encounter, as they break 'deadly' very easily, but such encounters tend to spell an end to the day, one way or another, as the party blows through daily spells to try to survive it, and will likely 'need' a relatively short (8 hr) long rest, as a result (or, of course, fail to survive it).</p><p></p><p>Really, 5e is kind of half-way between the all-about-attrition classic game, and the each-battle-is-significant paradigm of the modern game. Fitting for an edition that set out to be all things to all D&Ders.</p><p></p><p> Or Druid or Paladin or at least Ranger, sure. I just point out that the party will have little chance without 'em - preferably two or more, especially if they're second stringers. It's hardly necessary to it point out, though, unless none of your players have any experience with D&D prior to 4e, since it's such a longstanding truism. You always need a cleric, you never split the party, etc...</p></blockquote><p>Do you stock up your players healing potions?[/QUOTE] No. Given the 'magic items are optional' philosophy of 5e, that'd be squirrely. Not to mention, it's the same 'problem' as the WoCLW in a different package.</p><p>[/QUOTE]</p>
[QUOTE="Tony Vargas, post: 6561241, member: 996"] 5e has dealt with it by eliminating the item, obviously. As far as dealing with the necessity of the item, it has added HD, useable in a very long 'short' rest of 1hr (one defense of the WoCLW was that it shouldn't always be possible to spend 10 rounds (1 min) for each 45 hps healed, obviously, a full hour is something you'll get to do a lot less often), but not very many of them. The WoCLW let the party heal up between combats, making it possible for each combat to really challenge them, and making it less suicidal for the party to do without a traditional healer - and for traditional healers to do more than just 'healbot' all the time. So, the other half of the equation for 5e is encounter guidelines, which have to be tuned towards less challenging/interesting/deadly encounters so that attrition over the course of a day, rather than jeopardy in each combat, individually, provides tension. Of course, it's very easy to provide that sense of jeopardy within a 5e encounter, as they break 'deadly' very easily, but such encounters tend to spell an end to the day, one way or another, as the party blows through daily spells to try to survive it, and will likely 'need' a relatively short (8 hr) long rest, as a result (or, of course, fail to survive it). Really, 5e is kind of half-way between the all-about-attrition classic game, and the each-battle-is-significant paradigm of the modern game. Fitting for an edition that set out to be all things to all D&Ders. Or Druid or Paladin or at least Ranger, sure. I just point out that the party will have little chance without 'em - preferably two or more, especially if they're second stringers. It's hardly necessary to it point out, though, unless none of your players have any experience with D&D prior to 4e, since it's such a longstanding truism. You always need a cleric, you never split the party, etc... [/quote]Do you stock up your players healing potions?[/QUOTE] No. Given the 'magic items are optional' philosophy of 5e, that'd be squirrely. Not to mention, it's the same 'problem' as the WoCLW in a different package. [/QUOTE]
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How has 5e solved the Wand of CLW problem?
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