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No ascending bonuses: A mathematical framework for 5e
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5789609" data-attributes="member: 82106"><p>I'm just not interested in going back to the notion that every party needs to carry around the 'healing battery' character and someone has to play it. I think the concept that the capacity to be healed is distributed around the party was a good concept. Second Wind really IMHO is not an issue either. You take a few seconds out, slow the pace of your offensive efforts some, and get a chance to recover a bit. It adds a dimension to tactics at VERY little cost to any kind of 'verisimilitude'. </p><p></p><p>There's a reasonable discussion to be had around what the ratio of healing in-combat vs out of combat is, but the acceptable and interesting amount in-combat is considerably more than none or just "one character has to be basically doing nothing but tossing out heals all fight". That was too limited. </p><p></p><p>There can also be a debate about the place of the 'avoid a hit' concept as another part of the equation. I could see that as being the most usual case for most characters damage mitigation in combat, but I'd think it really should be coupled with something like Second Wind and some degree of leader supplied healing.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5789609, member: 82106"] I'm just not interested in going back to the notion that every party needs to carry around the 'healing battery' character and someone has to play it. I think the concept that the capacity to be healed is distributed around the party was a good concept. Second Wind really IMHO is not an issue either. You take a few seconds out, slow the pace of your offensive efforts some, and get a chance to recover a bit. It adds a dimension to tactics at VERY little cost to any kind of 'verisimilitude'. There's a reasonable discussion to be had around what the ratio of healing in-combat vs out of combat is, but the acceptable and interesting amount in-combat is considerably more than none or just "one character has to be basically doing nothing but tossing out heals all fight". That was too limited. There can also be a debate about the place of the 'avoid a hit' concept as another part of the equation. I could see that as being the most usual case for most characters damage mitigation in combat, but I'd think it really should be coupled with something like Second Wind and some degree of leader supplied healing. [/QUOTE]
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No ascending bonuses: A mathematical framework for 5e
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