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General Tabletop Discussion
*Dungeons & Dragons
In-Combat Healing: How and Why?
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<blockquote data-quote="CapnZapp" data-source="post: 7623105" data-attributes="member: 12731"><p>I've found that at higher levels, even an 70 hp Heal isn't all that.</p><p></p><p>Yes, my players have used it for good effect in combat - they cast it on the party Barbarian, which effectively doubles the healing (because a raging barbarian takes half damage).</p><p></p><p>But this also points to how in-combat healing has been nerfed in 5E.</p><p></p><p>In 3.0 Heal healed ALL damage. In 3.5 Heal healed 150 damage.</p><p></p><p>In 5E Heal heals 70 damage.</p><p></p><p>(Not coincidentally my players only found 5E Heal worthwhile when they could effectively cast it as an 140 hp Heal...)</p><p></p><p>A good first remedy if one likes in-combat healing, where one party member focuses on keeping her allies alive (and buffed, and not debuffed) would be to <strong>double</strong> the effects of any healing spell.</p><p></p><p>In order to not simply prolong combat (by allowing a party to punch above their weight-class now that their hit points will last much longer), I would advise reducing the hit points of heroes. Not only does this keep the heroes grounded (to their level), meaning combats aren't prolonged, this also encourages them to bring an active healer on their adventures.</p><p></p><p>I wouldn't go so far as to halve hit points. Maybe have everybody lose a step on their hit dice, except fighters and barbarians (d4 Wizards and d8 Rangers)</p><p></p><p>I would not reduce the out-of-combat healing capabilities of heroes offered by the game, by the way. Doing so would only force the healer to keep his healing in reserve for that purpose, and in this thread we want him to spend it during combat.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7623105, member: 12731"] I've found that at higher levels, even an 70 hp Heal isn't all that. Yes, my players have used it for good effect in combat - they cast it on the party Barbarian, which effectively doubles the healing (because a raging barbarian takes half damage). But this also points to how in-combat healing has been nerfed in 5E. In 3.0 Heal healed ALL damage. In 3.5 Heal healed 150 damage. In 5E Heal heals 70 damage. (Not coincidentally my players only found 5E Heal worthwhile when they could effectively cast it as an 140 hp Heal...) A good first remedy if one likes in-combat healing, where one party member focuses on keeping her allies alive (and buffed, and not debuffed) would be to [b]double[/b] the effects of any healing spell. In order to not simply prolong combat (by allowing a party to punch above their weight-class now that their hit points will last much longer), I would advise reducing the hit points of heroes. Not only does this keep the heroes grounded (to their level), meaning combats aren't prolonged, this also encourages them to bring an active healer on their adventures. I wouldn't go so far as to halve hit points. Maybe have everybody lose a step on their hit dice, except fighters and barbarians (d4 Wizards and d8 Rangers) I would not reduce the out-of-combat healing capabilities of heroes offered by the game, by the way. Doing so would only force the healer to keep his healing in reserve for that purpose, and in this thread we want him to spend it during combat. [/QUOTE]
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