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Life Cleric vs Light vs War in Practice
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<blockquote data-quote="Staffan" data-source="post: 6513754" data-attributes="member: 907"><p>See, I think that's really the issue, and it comes back to one of the emergent properties back in <strong>3e</strong> that I don't think the designers accounted for.</p><p></p><p>3e had a lot of words and pages in the DMG spent on the expected design of adventures around encounters - an Nth level party facing a level N encounter were expected to spend about 20-25% of their nebulously defined "resources" on that encounter - resources defined mostly as spells and hit points. They were also expected to have about four such encounters (give or take a few ELs) in a day, so at the end of the day they were actually in danger. Some of those encounters would be traps, zapping the party for so and so much damage (which is why 3e traps had challenge ratings just like monsters)</p><p></p><p>Thing is, that whole concept got wrecked right out the gate by the combination of two things: the assumption that magic items are fairly easily available for the right price, and that one of those items was the <em>wand of cure light wounds</em>. All of a sudden, as long as time isn't an issue you can heal back to full for less than 3 gp per hit point. That meant that the whole attrition model just didn't work anymore, because while spells remained spent, hit points didn't. So what if you fell into a pit trap and took 15 points of damage, that's just three wand charges. To compensate, many DMs ratcheted up the difficulty of encounters in order to provide more of a challenge, leading to spellcasters being more likely to nova with all their spells instead of holding things back in reserve.</p><p></p><p>That's something they tried to avoid with both 4e and 5e. 4e had the concept of healing surges that you needed to spend to get healing during the day, and 5e instead removes the easy access to magic items. But anyway, the point is that I think the designers wanted the typical adventuring day to feature attrition. In what little 5e I've been playing, I've been happy to hear players actually discuss how hurt their characters are and rationing available healing.</p></blockquote><p></p>
[QUOTE="Staffan, post: 6513754, member: 907"] See, I think that's really the issue, and it comes back to one of the emergent properties back in [B]3e[/B] that I don't think the designers accounted for. 3e had a lot of words and pages in the DMG spent on the expected design of adventures around encounters - an Nth level party facing a level N encounter were expected to spend about 20-25% of their nebulously defined "resources" on that encounter - resources defined mostly as spells and hit points. They were also expected to have about four such encounters (give or take a few ELs) in a day, so at the end of the day they were actually in danger. Some of those encounters would be traps, zapping the party for so and so much damage (which is why 3e traps had challenge ratings just like monsters) Thing is, that whole concept got wrecked right out the gate by the combination of two things: the assumption that magic items are fairly easily available for the right price, and that one of those items was the [I]wand of cure light wounds[/I]. All of a sudden, as long as time isn't an issue you can heal back to full for less than 3 gp per hit point. That meant that the whole attrition model just didn't work anymore, because while spells remained spent, hit points didn't. So what if you fell into a pit trap and took 15 points of damage, that's just three wand charges. To compensate, many DMs ratcheted up the difficulty of encounters in order to provide more of a challenge, leading to spellcasters being more likely to nova with all their spells instead of holding things back in reserve. That's something they tried to avoid with both 4e and 5e. 4e had the concept of healing surges that you needed to spend to get healing during the day, and 5e instead removes the easy access to magic items. But anyway, the point is that I think the designers wanted the typical adventuring day to feature attrition. In what little 5e I've been playing, I've been happy to hear players actually discuss how hurt their characters are and rationing available healing. [/QUOTE]
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