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No ascending bonuses: A mathematical framework for 5e
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<blockquote data-quote="KarinsDad" data-source="post: 5789573" data-attributes="member: 2011"><p>I am all for more ways to avoid damage than healing it as well.</p><p></p><p>Resistance. Temporary hit points (I actually prefer temp hit points for Warlords instead of real hit points). Spells which hinder or control or section off foes so that not all foes can attack the PCs every round.</p><p></p><p>But, 4E started the model of PCs can be healed without magic AND that PCs can self heal. I really hate that model and hope 5E moves away from it.</p><p></p><p>I do think that real healing in D&D should be magic BECAUSE of the real life examples you quote. The status quo should be that PCs are human-like. They shouldn't be regenerating little creatures instead. Falling should hurt them. Getting hit with a sword should hurt them and not just a tiny little bit (hence, my model of fewer hit points and less damage).</p><p></p><p>I think healing surges and Second Winds should go the way of the Dodo, that more ways to avoid damage should be introduced to the game (but not "get out of jail free, I just changed what happened" cards), and that healing should be magic again.</p><p></p><p>I don't mind that on the fly healing magic is limited to a set group of classes. That's why there are classes are in D&D. To allow each player to have abilities that other players do not have. Healing should be potent and players who want that power should be allowed to play classes that cannot just be emulated by other class abilities and non-magical solutions. Other classes can have damage mitigation, but non-Leaders shouldn't be healing (or alternatively, should have very weak healing).</p><p></p><p>Granted, this means that most groups will want a healing type class in their party (or a class that can create healing magic items), but most groups will want a striker and a defender and a controller as well. That's how the game has been for over 30 years (although the striker role wasn't quite as prevalent).</p><p></p><p>Trying to change D&D to an RPG that does not require a healer in the group is trying to change D&D into NOT D&D. The feel is drastically different. And that's what they sort of did with 4E and I hope they backpedal from that some in 5E.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5789573, member: 2011"] I am all for more ways to avoid damage than healing it as well. Resistance. Temporary hit points (I actually prefer temp hit points for Warlords instead of real hit points). Spells which hinder or control or section off foes so that not all foes can attack the PCs every round. But, 4E started the model of PCs can be healed without magic AND that PCs can self heal. I really hate that model and hope 5E moves away from it. I do think that real healing in D&D should be magic BECAUSE of the real life examples you quote. The status quo should be that PCs are human-like. They shouldn't be regenerating little creatures instead. Falling should hurt them. Getting hit with a sword should hurt them and not just a tiny little bit (hence, my model of fewer hit points and less damage). I think healing surges and Second Winds should go the way of the Dodo, that more ways to avoid damage should be introduced to the game (but not "get out of jail free, I just changed what happened" cards), and that healing should be magic again. I don't mind that on the fly healing magic is limited to a set group of classes. That's why there are classes are in D&D. To allow each player to have abilities that other players do not have. Healing should be potent and players who want that power should be allowed to play classes that cannot just be emulated by other class abilities and non-magical solutions. Other classes can have damage mitigation, but non-Leaders shouldn't be healing (or alternatively, should have very weak healing). Granted, this means that most groups will want a healing type class in their party (or a class that can create healing magic items), but most groups will want a striker and a defender and a controller as well. That's how the game has been for over 30 years (although the striker role wasn't quite as prevalent). Trying to change D&D to an RPG that does not require a healer in the group is trying to change D&D into NOT D&D. The feel is drastically different. And that's what they sort of did with 4E and I hope they backpedal from that some in 5E. [/QUOTE]
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