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Life without a healer
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<blockquote data-quote="Ashrym" data-source="post: 6873045" data-attributes="member: 6750235"><p>It's different but it's not that different. What I find is that healing during combat isn't that common. Even in older editions we tried to save the healing for after the fight, but we did have to use spells or else camp out in the wilderness for quite some time. 4e and 5e both moved away from magical healing in a big way.</p><p></p><p>As it is, HD roll plus CON mod * level for # of rolls per day used during short rests tends to simply be more proactive in healing (by resting) than reactive in combat. I find that the tougher vs more fragile component remains because the tougher characters already get better mileage out of the hit points in having more hit points, generally better defensive options, and more healing in the hit dice on those short rests. Some of them have additional healing. That gets right up to a shield style HAM champion with survivor, second wind, healer feat, and however many healing potions purchased off of the basic equipment list. That champion gets a lot of benefit from those d10 HD spent on a short rest.</p><p></p><p>Damage isn't done in percentages of total the percentage of "full" (ie filling up once or twice or parts thereof) doesn't matter. The difference between d12's and d6's is 100 hp of healing for the barbarian over the day that the wizard would not have, assuming equal CON score investment, because of the capstone CON bonus on top of the higher hit die. Given perma-rage and bear totem it works out even better out of those hp.</p><p></p><p>It's more typically d8's vs d10's but it's still a healing difference based on hit die and the point is that there's a lot of healing going around through hit dice on short rests, regardless. A group of 5 characters when the most common hit die is d8 starts with 5 dice worth and ends with 100 dice worth, which is the equivalent of nearly 100 cure wounds spells (in my experience caster stat tends to be a bit higher than average CON) in healing. Add in 2 healing kits and the healer feat, and those 5 20th-level characters are looking at an equivalent of almost 45 more cure wounds spells. Add in 2-3 healing potions each in inventory. That gives in-combat healing if necessary with the feat and the equipment.</p><p></p><p>I agree that in combat healing is important for emergencies. The group I'm in currently are 12th-level characters. Three d8's and two d10's for nearly 60 cure wounds worth of healing. The healer feat is worth approximately 30 cure wounds spells. The mass cure wounds spell is worth 10 cure wounds cast on all 5 of us. I'm casting it 2-3 times in a given day (usually once before each of the two short rests, give or take, and once before the long rest). We heal more from the feat and we heal much more from the hit dice than we do from spells. We heal a bit from healing potions. I don't think the spells cover 1/5th of our total healing, just to quantify it a bit.</p><p></p><p>I need the spells a bit more in subsequent days because we only heal 1/2 hp on a long rest, and have less hit dice recovered. That's when we might see a few healing words or an aura of vitality from the paladin.</p></blockquote><p></p>
[QUOTE="Ashrym, post: 6873045, member: 6750235"] It's different but it's not that different. What I find is that healing during combat isn't that common. Even in older editions we tried to save the healing for after the fight, but we did have to use spells or else camp out in the wilderness for quite some time. 4e and 5e both moved away from magical healing in a big way. As it is, HD roll plus CON mod * level for # of rolls per day used during short rests tends to simply be more proactive in healing (by resting) than reactive in combat. I find that the tougher vs more fragile component remains because the tougher characters already get better mileage out of the hit points in having more hit points, generally better defensive options, and more healing in the hit dice on those short rests. Some of them have additional healing. That gets right up to a shield style HAM champion with survivor, second wind, healer feat, and however many healing potions purchased off of the basic equipment list. That champion gets a lot of benefit from those d10 HD spent on a short rest. Damage isn't done in percentages of total the percentage of "full" (ie filling up once or twice or parts thereof) doesn't matter. The difference between d12's and d6's is 100 hp of healing for the barbarian over the day that the wizard would not have, assuming equal CON score investment, because of the capstone CON bonus on top of the higher hit die. Given perma-rage and bear totem it works out even better out of those hp. It's more typically d8's vs d10's but it's still a healing difference based on hit die and the point is that there's a lot of healing going around through hit dice on short rests, regardless. A group of 5 characters when the most common hit die is d8 starts with 5 dice worth and ends with 100 dice worth, which is the equivalent of nearly 100 cure wounds spells (in my experience caster stat tends to be a bit higher than average CON) in healing. Add in 2 healing kits and the healer feat, and those 5 20th-level characters are looking at an equivalent of almost 45 more cure wounds spells. Add in 2-3 healing potions each in inventory. That gives in-combat healing if necessary with the feat and the equipment. I agree that in combat healing is important for emergencies. The group I'm in currently are 12th-level characters. Three d8's and two d10's for nearly 60 cure wounds worth of healing. The healer feat is worth approximately 30 cure wounds spells. The mass cure wounds spell is worth 10 cure wounds cast on all 5 of us. I'm casting it 2-3 times in a given day (usually once before each of the two short rests, give or take, and once before the long rest). We heal more from the feat and we heal much more from the hit dice than we do from spells. We heal a bit from healing potions. I don't think the spells cover 1/5th of our total healing, just to quantify it a bit. I need the spells a bit more in subsequent days because we only heal 1/2 hp on a long rest, and have less hit dice recovered. That's when we might see a few healing words or an aura of vitality from the paladin. [/QUOTE]
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