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How has 5e solved the Wand of CLW problem?
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<blockquote data-quote="jgsugden" data-source="post: 6563639" data-attributes="member: 2629"><p>People are defining the 'problem' differently. Here is how I see this issue: Healing is not expected to take place during combat. It is expected to take place during rests using Hit Dice healing during shorts and full healing during longs. </p><p></p><p>Certain classes break the general expectation by providing healing. When they do so, it uses their limited resources. Rather than using limited resources for offense, these are defensive, similar to limited resources that negate a hit or remove a negative condition. </p><p></p><p>How did they solve this problem? Subtly.</p><p></p><p>There are no cheap alternatives to limited resource healing to allow groups to do what CLW wands did in prior editions. Although the CLW wands in prior editions provided a lot of limited resource healing very cheaply, they were effectively unlimited healing for the cost of a few wands. The magic items in 5E that provide healing over and over are rare and are intended to be providing a benefit that is substantial to high level adventurers - and although they provide a healthy amount of healing, it is not unlimited. They are intended to be objects that alter the game balance and are iconic for the PC - not just an afterthought like in other editions.</p><p></p><p>If you add a CLW wand to your game for a cheap price, you're breaking the basic structure of the game as established under the core rules. You'll go from expecting 'PCs to be wounded at the start of some battles if they do not have clerics' to expecting 'the party to be healed every time they engage in combats' - and that makes the need for easy and medium battles significantly less (and quite boring for the PCs). </p><p></p><p>Stick to the core rules for 6 to 12 months before adding in a lot of new stuff. You might find that problems like these have been solved pretty well by the existing rules, just not in a way that is obvious.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 6563639, member: 2629"] People are defining the 'problem' differently. Here is how I see this issue: Healing is not expected to take place during combat. It is expected to take place during rests using Hit Dice healing during shorts and full healing during longs. Certain classes break the general expectation by providing healing. When they do so, it uses their limited resources. Rather than using limited resources for offense, these are defensive, similar to limited resources that negate a hit or remove a negative condition. How did they solve this problem? Subtly. There are no cheap alternatives to limited resource healing to allow groups to do what CLW wands did in prior editions. Although the CLW wands in prior editions provided a lot of limited resource healing very cheaply, they were effectively unlimited healing for the cost of a few wands. The magic items in 5E that provide healing over and over are rare and are intended to be providing a benefit that is substantial to high level adventurers - and although they provide a healthy amount of healing, it is not unlimited. They are intended to be objects that alter the game balance and are iconic for the PC - not just an afterthought like in other editions. If you add a CLW wand to your game for a cheap price, you're breaking the basic structure of the game as established under the core rules. You'll go from expecting 'PCs to be wounded at the start of some battles if they do not have clerics' to expecting 'the party to be healed every time they engage in combats' - and that makes the need for easy and medium battles significantly less (and quite boring for the PCs). Stick to the core rules for 6 to 12 months before adding in a lot of new stuff. You might find that problems like these have been solved pretty well by the existing rules, just not in a way that is obvious. [/QUOTE]
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How has 5e solved the Wand of CLW problem?
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