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Life without a healer
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<blockquote data-quote="Ashrym" data-source="post: 6873920" data-attributes="member: 6750235"><p>5e definitely backtracked a bit when it came to in combat healing options but a person needs to keep in mind that most of those in combat healing spells are inefficient and do not heal large amounts of hit points. It's only spells like heal, mass heal, and power word: heal that really put in a high number, and those are very high level options with limited slots and considerable opportunity costs. Scaling cure wounds can give a few more hit points but it's a waste compared to group healing spells. The most efficient healing spells are things like aura of vitality and prayer of healing, and take the spell options right back to out of combat healing to use them. Additionally, even challenging encounters don't kill characters by hit point loss. The hit points get high enough that dropping may occur but that is why I carry healing spells and the paladin has loh and we have the healer feat. What usually causes a problem is status effects and that's why we like options for helping saving throws. </p><p></p><p>I agree that spending hit dice on a short rest is different from spending an action surge in combat but the similarity is in spending a healing resource die based on class where every character brings his or her own healing. Hit dice spent during short rests is easily the largest resource for healing we have, and it's further supported with the feat and basic healing potion equipment; song of rest is normally worth 10 dice in healing on top of hit dice. Also second wind in the fighter's case.</p><p></p><p>As I mentioned earlier, we use stealth. We also use social skills and trickery. We have solid DEX in general for initiative benefits. Most of the group has high mobility options (which is on of the reasons the paladin likes haste). The fighter uses range instead of mobility but the point of the range and mobility is tactical striking key targets after threat assessment. Mobility and damage on select targets is a big part of damage mitigation. Most of that damage comes from the fighter, paladin, and rogue but the monk also uses stunning attacks. </p><p></p><p>I think the whole point of the discussion is on how groups choose to heal with discussion on what to do instead of healing. We don't use a lot.of in combat healing spells because of the way we play and because spells are not prioritized as a healing resource before other options. Since all characters bring some healing of their own the onus is on them to use it. What's missing is removing status effects as a common option and that's what a group really needs to watch.</p><p></p><p>Either way, I don't think I am looking at it the wrong way. ;-) 5e definitely gives more healing to everyone than pre 4e. I do agree there was a clear move to support classes but that isn't really different than leader classes, other than which classes might fit into the role.</p></blockquote><p></p>
[QUOTE="Ashrym, post: 6873920, member: 6750235"] 5e definitely backtracked a bit when it came to in combat healing options but a person needs to keep in mind that most of those in combat healing spells are inefficient and do not heal large amounts of hit points. It's only spells like heal, mass heal, and power word: heal that really put in a high number, and those are very high level options with limited slots and considerable opportunity costs. Scaling cure wounds can give a few more hit points but it's a waste compared to group healing spells. The most efficient healing spells are things like aura of vitality and prayer of healing, and take the spell options right back to out of combat healing to use them. Additionally, even challenging encounters don't kill characters by hit point loss. The hit points get high enough that dropping may occur but that is why I carry healing spells and the paladin has loh and we have the healer feat. What usually causes a problem is status effects and that's why we like options for helping saving throws. I agree that spending hit dice on a short rest is different from spending an action surge in combat but the similarity is in spending a healing resource die based on class where every character brings his or her own healing. Hit dice spent during short rests is easily the largest resource for healing we have, and it's further supported with the feat and basic healing potion equipment; song of rest is normally worth 10 dice in healing on top of hit dice. Also second wind in the fighter's case. As I mentioned earlier, we use stealth. We also use social skills and trickery. We have solid DEX in general for initiative benefits. Most of the group has high mobility options (which is on of the reasons the paladin likes haste). The fighter uses range instead of mobility but the point of the range and mobility is tactical striking key targets after threat assessment. Mobility and damage on select targets is a big part of damage mitigation. Most of that damage comes from the fighter, paladin, and rogue but the monk also uses stunning attacks. I think the whole point of the discussion is on how groups choose to heal with discussion on what to do instead of healing. We don't use a lot.of in combat healing spells because of the way we play and because spells are not prioritized as a healing resource before other options. Since all characters bring some healing of their own the onus is on them to use it. What's missing is removing status effects as a common option and that's what a group really needs to watch. Either way, I don't think I am looking at it the wrong way. ;-) 5e definitely gives more healing to everyone than pre 4e. I do agree there was a clear move to support classes but that isn't really different than leader classes, other than which classes might fit into the role. [/QUOTE]
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