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Increased in-combat healing
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<blockquote data-quote="The Crimson Binome" data-source="post: 7017043" data-attributes="member: 6775031"><p>One of the major reasons why they went with the short-rest and Hit Dice mechanic in 5E is the same reason they had encounter powers and healing surges in 4E: No matter what happens, or how many resources you expend in your first fight of the day, you should <em>always</em> have enough to keep going for at least one more fight after you take a short rest.</p><p></p><p>If you could spend Hit Dice by taking potions or being the recipient of a Cure spell, then a likely outcome of a tense battle is that you are out of Hit Dice for the day. Which means, if there <em>is</em> another combat after that, then you get to spend the whole fight hiding, because it's too dangerous for you to risk getting hit.</p><p></p><p>By the model in the book, you <em>always</em> have a little bit in reserve, after the first fight. After one terrible combat, you still have enough Hit Dice to get back up to half. If the wizard went through all of their spell slots, then they still have Arcane Recovery to get one back. If the life cleric is tapped out on healing, then they get their channel which can heal people who are low. Everyone has <em>some</em> amount of resources that you just <em>can't</em> access right now, but which will be available <em>later</em>.</p><p></p><p>That's the risk you run, with this change. You make the current combat last longer, at the expense of this combat's punching-bag being unable to recover for the rest of the day.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7017043, member: 6775031"] One of the major reasons why they went with the short-rest and Hit Dice mechanic in 5E is the same reason they had encounter powers and healing surges in 4E: No matter what happens, or how many resources you expend in your first fight of the day, you should [I]always[/I] have enough to keep going for at least one more fight after you take a short rest. If you could spend Hit Dice by taking potions or being the recipient of a Cure spell, then a likely outcome of a tense battle is that you are out of Hit Dice for the day. Which means, if there [I]is[/I] another combat after that, then you get to spend the whole fight hiding, because it's too dangerous for you to risk getting hit. By the model in the book, you [I]always[/I] have a little bit in reserve, after the first fight. After one terrible combat, you still have enough Hit Dice to get back up to half. If the wizard went through all of their spell slots, then they still have Arcane Recovery to get one back. If the life cleric is tapped out on healing, then they get their channel which can heal people who are low. Everyone has [I]some[/I] amount of resources that you just [I]can't[/I] access right now, but which will be available [I]later[/I]. That's the risk you run, with this change. You make the current combat last longer, at the expense of this combat's punching-bag being unable to recover for the rest of the day. [/QUOTE]
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