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Is 5e "Easy Mode?"
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<blockquote data-quote="tetrasodium" data-source="post: 7955472" data-attributes="member: 93670"><p>They included options for it... they just are not fully fleshed out & don't work for that unless the GM does heavy lifting to finish them.</p><p></p><p>[spoiler="slow natural healing"]</p><p>[ATTACH=full]120373[/ATTACH][/spoiler]</p><p>If you remove spontaneous casting & go back to old style prepared casting this works perfectly since PCs can only cast as many healing spells as they have prepared, but that's a gigantic change with huge repercussions through god knows how many things that need rebalancing. It simply results in everyone capable of casting healing spells (cleric, druid, bard, paladin, some sorcerers, some warlocks, & god knows what else) burning any unused healing abilities & spell slots to top everyone off immediately before recovering all of those things. </p><p>[spoiler="Healer's Kit Dependency"]</p><p>[ATTACH=full]120376[/ATTACH]</p><p>[/spoiler]</p><p>This works fine if you you <em>Remove</em> healing spells(and replace with what?!) or don't have anyone capable of casting healing spells (like cleric druid, bard, paladin, some sorcerers, or some warlocks), but otherwise you just push the party to do the same healing ability/spell dump immediately before regaining them if healing kits are unavailable. At 5gp & 3 pounds per 10 charges these aren't exactly going to break the bank or backs of those carrying them.</p><p></p><p>[spoiler="Healing Surges"]</p><p>[ATTACH=full]120377[/ATTACH]</p><p>[ATTACH=full]120378[/ATTACH]</p><p>[/spoiler]</p><p>Once again this only works unless the gm removes healing spells & abilities like lay on hands (once again, replace with what?!)or there is nobody in the party capable of casting healing spells. If someone can cast healing spells then it just skips the short rest to recover hp & makes players even more kryptonian-like.</p><p></p><p>[spoiler="Gritty Realism"]</p><p>[ATTACH=full]120375[/ATTACH]</p><p>[/spoiler]</p><p>This is just terrible, there's nothing about turning nearly every magic item into at will cantrip level resources, screwing with short/long rest class balance, or causing problems due to spell & ability durations that is gritty or realistic. The fact that it does not even mention any of these things as something for the GM to consider is a few extra strikes against it.</p><p> </p><p>[spoiler="Epic Heroism"]</p><p>[ATTACH=full]120374[/ATTACH]</p><p>[/spoiler]</p><p> </p><p>It's telling that this is the only one that actually works to accomplish what it claims to do without the GM finishing it.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 7955472, member: 93670"] They included options for it... they just are not fully fleshed out & don't work for that unless the GM does heavy lifting to finish them. [spoiler="slow natural healing"] [ATTACH type="full"]120373[/ATTACH][/spoiler] If you remove spontaneous casting & go back to old style prepared casting this works perfectly since PCs can only cast as many healing spells as they have prepared, but that's a gigantic change with huge repercussions through god knows how many things that need rebalancing. It simply results in everyone capable of casting healing spells (cleric, druid, bard, paladin, some sorcerers, some warlocks, & god knows what else) burning any unused healing abilities & spell slots to top everyone off immediately before recovering all of those things. [spoiler="Healer's Kit Dependency"] [ATTACH type="full"]120376[/ATTACH] [/spoiler] This works fine if you you [I]Remove[/I] healing spells(and replace with what?!) or don't have anyone capable of casting healing spells (like cleric druid, bard, paladin, some sorcerers, or some warlocks), but otherwise you just push the party to do the same healing ability/spell dump immediately before regaining them if healing kits are unavailable. At 5gp & 3 pounds per 10 charges these aren't exactly going to break the bank or backs of those carrying them. [spoiler="Healing Surges"] [ATTACH type="full"]120377[/ATTACH] [ATTACH type="full"]120378[/ATTACH] [/spoiler] Once again this only works unless the gm removes healing spells & abilities like lay on hands (once again, replace with what?!)or there is nobody in the party capable of casting healing spells. If someone can cast healing spells then it just skips the short rest to recover hp & makes players even more kryptonian-like. [spoiler="Gritty Realism"] [ATTACH type="full"]120375[/ATTACH] [/spoiler] This is just terrible, there's nothing about turning nearly every magic item into at will cantrip level resources, screwing with short/long rest class balance, or causing problems due to spell & ability durations that is gritty or realistic. The fact that it does not even mention any of these things as something for the GM to consider is a few extra strikes against it. [spoiler="Epic Heroism"] [ATTACH type="full"]120374[/ATTACH] [/spoiler] It's telling that this is the only one that actually works to accomplish what it claims to do without the GM finishing it. [/QUOTE]
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