D&D 5E Mundane Healing


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Hiya.

First, don't sweat it. The 5e system is nice and loose...it can handle a lot of tweaking.

Second, don't coddle your players. It was their choice to put the focus of their group towards...er...whatever they have a lot of classes that focus on (Damage? Stealth? Spell-a-Kaboom!'s?). Because of this, they simply will have to think of how and when to attack a bit more carefully. They'll have to come up with ways to mitigate taking damage themselves. That's their problem, not yours.

Third, and this is going to be the hardest for the first session or two, you have to unlearn what 3.5 taught you. There are no "healing wands" in 5e because they aren't really needed; everyone heals up fully after a full nights sleep (Long Rest). After a 1-hour breather (Short Rest), they can use Hit Dice to heal up themselves...and healing potions are more or less "mundane" items available for purchase at the local grocery store. Also, the first 2 or 3 levels of a character will FLY by. The Lost Mine of Phandelver (Starter Set), the very first encounter will net the PC's 75xp each (you need 300 to hit 2nd level). If/when they go into the next part (Cragmar Caves), they will wander out with 275xp each. Welcome to 2nd level guys! Anyway, point being, the PC's really don't "spend much time" at levels 1 - 3.

The key thing to remember about 5e is that it is based upon a solid, low-power base line. Slick play by players will yield significantly more success than having extra rules for mundane healing and a quiver full of "healing wands". I can not recommend strongly enough that you play it more or less as written for the first few sessions; I'm sure it will be quite the eye-opener... :)

^_^

Paul L. Ming

PS: There are no +4 or +5 anything in the game...+3 is the maximum, and that's reserved for artifacts and relics. In 5e, getting +1 shield, +1 armor and a +1 weapon is a BIG advantage! Getting all at +3? Pure epicness.
 

Actually, you don't spend hit dice during a long rest. You get all of your hp back and one spent hit die after a long rest.

Actually, it's half of your level, round down, to a minimum of 1, hit dice. You're never more than 2 rest days from fully up. As in, full HP and full HD.
 
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The group I am about to start with is in a similar situation with very few magical healing options available to us. Our group is a barbarian, a rogue, a ranger, a monk, and myself as a paladin. At first level we have no healing abilities other than my Lay on Hands for level x5 HP. At second level I will gain two cure wounds per day and an extra 5HP for LoH.

We simply cannot afford to take hits, and so we are building our characters to avoid all damage possible. The ranger and rogues will be sneaking around a lot to whittle down the enemies before the melee engages. Our barbarian will rage before moving in, and I will use a reach weapon to help control a larger area on the battlefield. The monk will be going for a highly mobile build to strike the enemy where they are weak and moving away before they can respond. Healing potions will be spread liberally throughout the party so that everyone can keep themselves going if they take a bad hit. Healing kits will also be had by all players so that anyone can stabilize the dying.

The biggest part is to make sure that fights happen on our terms, not the enemy's. Constant scouting efforts will be utilized while travelling (aerial recon using the Find Steed spell, once available) to minimize threats. In the event of overwhelming opposition we will have high charisma players engage in diplomacy while the others either gain favourable positions or retreat, situation depending.

If luck smiles greatly on us we might make it to second level.
 


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