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General Tabletop Discussion
*Dungeons & Dragons
Is Xanathars The New UA? AKA A Munchkins Book
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<blockquote data-quote="Mistwell" data-source="post: 7476443" data-attributes="member: 2525"><p>Sometimes I wonder if the game drifted too far from the OD&D concept of hit points being the number of hits you can withstand. Because ultimately healing hit points isn't really the issue, it's how many rounds you can sustain being hit.</p><p></p><p>So for example if a PC will go down in one more hit, and you are healing them, the only consideration really is how many more hits they can withstand after your healing versus before that healing. If you're not actually gaining them an additional round of being able to withstand hits, your healing spell was essentially useless (though it has some occasional use for preventing death from mass damage). </p><p></p><p>So if cure wounds doesn't heal them enough to sustain an additional hit from the foe, what's the point? Why not wait until they go down and give them a ranged healing word (as a bonus action) instead? And yes, healing word applied once unconscious only gives them one more round of hits...which is the same as your cure wounds was doing. </p><p></p><p>In most case I find in-combat healing is purely to get someone back on their feet. It doesn't much matter which spell is doing it - you won't heal them enough to sustain more than one hit likely anyway, they just need to be able to stand and disengage. So if it's your familiar feeding them a goodberry to get them back on their feet, or a healing word, or a rogue (thief) using their fast hands ability to interact with their healers kit by way of the Healer feat, or a cure wounds, or an aura of vitality spell, or a Life Cleric's Channel Divinity: Preserve Life ability, or whatever, it's all essentially the same. They're all to give someone a round to get out of there. Use the resource you can most easily afford to expend.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 7476443, member: 2525"] Sometimes I wonder if the game drifted too far from the OD&D concept of hit points being the number of hits you can withstand. Because ultimately healing hit points isn't really the issue, it's how many rounds you can sustain being hit. So for example if a PC will go down in one more hit, and you are healing them, the only consideration really is how many more hits they can withstand after your healing versus before that healing. If you're not actually gaining them an additional round of being able to withstand hits, your healing spell was essentially useless (though it has some occasional use for preventing death from mass damage). So if cure wounds doesn't heal them enough to sustain an additional hit from the foe, what's the point? Why not wait until they go down and give them a ranged healing word (as a bonus action) instead? And yes, healing word applied once unconscious only gives them one more round of hits...which is the same as your cure wounds was doing. In most case I find in-combat healing is purely to get someone back on their feet. It doesn't much matter which spell is doing it - you won't heal them enough to sustain more than one hit likely anyway, they just need to be able to stand and disengage. So if it's your familiar feeding them a goodberry to get them back on their feet, or a healing word, or a rogue (thief) using their fast hands ability to interact with their healers kit by way of the Healer feat, or a cure wounds, or an aura of vitality spell, or a Life Cleric's Channel Divinity: Preserve Life ability, or whatever, it's all essentially the same. They're all to give someone a round to get out of there. Use the resource you can most easily afford to expend. [/QUOTE]
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Is Xanathars The New UA? AKA A Munchkins Book
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