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Is 5e "Easy Mode?"
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<blockquote data-quote="Chaosmancer" data-source="post: 7957338" data-attributes="member: 6801228"><p>Yes, rules are part of systems. But was Healing broken, or trivial magic item creation broken? </p><p></p><p>Let us say I fix healing by saying that you can never heal without magic of X level. Does that fix the problem? No. Because you still have trivial magic item creation. That is the part that has the problem, so if you want to fix it, you have to focus there.</p><p></p><p></p><p></p><p>I would say I agree that that the variant rule should state it's purpose. And healing surges do just that: "This optional rule allows characters to heal up in the thick of combat and works well for parties that feature few or no characters with healing magic, or for campaigns in which magical healing is rare."</p><p></p><p>The rule isn't meant to reduce the amount of healing, it is meant to increase it for parties that lack magical healing for one reason or another. Allowing them to heal during a combat. </p><p></p><p>And, the rule does exactly that. Giving players an action (or bonus action if you want even more healing) to essentially get the benefit of a short rest during combat. And then changes the amount of hit dice you recover during rests, since you will be spending more of them for healing. </p><p></p><p>If you read the rule expecting it to limit healing, that is on you, not the rule, because the purpose of the rule was clearly stated. Now, that might not be the case for all of the rules, but this one seems pretty clear cut.</p><p></p><p></p><p></p><p>Flanking was part of a collection of rules, you just said that. So, we need to look at a collection of rules.</p><p></p><p>The point of flanking always was that if you achieved optimal positioning, it became easier to hit an opponent (which advantage gives us) and it was the other rules which made the movement more difficult and gave other advantages. </p><p></p><p>Also, it doesn't matter if you don't want more advantage, Flanking states its purpose, and fulfills that purpose. If you want other rules, you need to look at and for other rules.</p><p></p><p></p><p></p><p>Because they didn't include it. </p><p></p><p>So, you'll have to make your own. They also didn't include the healing of 3.5 where you gained 1 hp a day, or equal to your level, or whatever it was. </p><p></p><p></p><p></p><p></p><p></p><p>Engineering is a fine way to look at it, but misses the point of what the designers were doing. </p><p></p><p>Let us take building a house, an engineering and architectural feat. You can go in, and you can plan how the house will lay, how it will be affected by sunlight, where the pipes will connect to the sewage system, how the electrical systems are laid out. </p><p></p><p>Now add in the fact that you can change the position of the sun. You can change the tensile strength of the wood being used to build the house. You can alter the strength of the nails being used to hold it together. You are also designing the entire sewer system the house connects to, altering all of its properties. You can also change how electricity is affected by gravity and what materials are conductive and which aren't.</p><p></p><p>Sure, building a house and taking into consideration all of the factors needed to make a good house can be difficult, because you are accounting for a lot of potential problems. </p><p></p><p>Doing so while also designing the very baseline reality those problems exist in is many magnitudes of difficult higher.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7957338, member: 6801228"] Yes, rules are part of systems. But was Healing broken, or trivial magic item creation broken? Let us say I fix healing by saying that you can never heal without magic of X level. Does that fix the problem? No. Because you still have trivial magic item creation. That is the part that has the problem, so if you want to fix it, you have to focus there. I would say I agree that that the variant rule should state it's purpose. And healing surges do just that: "This optional rule allows characters to heal up in the thick of combat and works well for parties that feature few or no characters with healing magic, or for campaigns in which magical healing is rare." The rule isn't meant to reduce the amount of healing, it is meant to increase it for parties that lack magical healing for one reason or another. Allowing them to heal during a combat. And, the rule does exactly that. Giving players an action (or bonus action if you want even more healing) to essentially get the benefit of a short rest during combat. And then changes the amount of hit dice you recover during rests, since you will be spending more of them for healing. If you read the rule expecting it to limit healing, that is on you, not the rule, because the purpose of the rule was clearly stated. Now, that might not be the case for all of the rules, but this one seems pretty clear cut. Flanking was part of a collection of rules, you just said that. So, we need to look at a collection of rules. The point of flanking always was that if you achieved optimal positioning, it became easier to hit an opponent (which advantage gives us) and it was the other rules which made the movement more difficult and gave other advantages. Also, it doesn't matter if you don't want more advantage, Flanking states its purpose, and fulfills that purpose. If you want other rules, you need to look at and for other rules. Because they didn't include it. So, you'll have to make your own. They also didn't include the healing of 3.5 where you gained 1 hp a day, or equal to your level, or whatever it was. Engineering is a fine way to look at it, but misses the point of what the designers were doing. Let us take building a house, an engineering and architectural feat. You can go in, and you can plan how the house will lay, how it will be affected by sunlight, where the pipes will connect to the sewage system, how the electrical systems are laid out. Now add in the fact that you can change the position of the sun. You can change the tensile strength of the wood being used to build the house. You can alter the strength of the nails being used to hold it together. You are also designing the entire sewer system the house connects to, altering all of its properties. You can also change how electricity is affected by gravity and what materials are conductive and which aren't. Sure, building a house and taking into consideration all of the factors needed to make a good house can be difficult, because you are accounting for a lot of potential problems. Doing so while also designing the very baseline reality those problems exist in is many magnitudes of difficult higher. [/QUOTE]
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