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General Tabletop Discussion
*Dungeons & Dragons
On the healing options in the 5e DMG
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<blockquote data-quote="Mouseferatu" data-source="post: 6453504" data-attributes="member: 1288"><p>I've gotta go with the Capn on this one. I really don't think the lack of other "basic four" abilities compares to the lack of healing, in terms of impact on the campaign.</p><p></p><p>If you lack a rogue, you can have other people with the right skills; you can open locks and detect traps with magic. If you lack a frontline fighter, well, the cleric and the rogue won't be as efficient, but they can fill in in a pinch. If you lack an arcanist, there's be a lot of fights and situations that are much harder, but still quite doable. (My current 5E group is a druid, a fighter, a paladin, and a cleric. They could <em>really</em> have used a mage a time or two, but it was never the difference between success and failure.)</p><p></p><p>But a healer? That's not something you can "fudge" with any degree of helpfulness. Lack any of the other classes, certain situations get tougher; but lack a healer, and the entire game can grind to a near halt as people drop every other combat, and as the party decides to retreat and wait for the next day after every two or three encounters.</p><p></p><p>Hit dice along are a fair minimum for a gritty campaign, but for anything heroic? There really does need to be a middle ground between "just HD" and "must have healbot."</p><p></p><p>Now, I happen to feel the game <em>does</em> give a sufficiency of options. Go for the quick healing/recover options, and/or include a "secondary healer" (like a paladin) plus lots of potions or wands. But however it's handled, I firmly believe the game should still be playable--and still fun, even if it's a bit harder in some respects--without requiring a party to have <em>any</em> particular niche filled.</p></blockquote><p></p>
[QUOTE="Mouseferatu, post: 6453504, member: 1288"] I've gotta go with the Capn on this one. I really don't think the lack of other "basic four" abilities compares to the lack of healing, in terms of impact on the campaign. If you lack a rogue, you can have other people with the right skills; you can open locks and detect traps with magic. If you lack a frontline fighter, well, the cleric and the rogue won't be as efficient, but they can fill in in a pinch. If you lack an arcanist, there's be a lot of fights and situations that are much harder, but still quite doable. (My current 5E group is a druid, a fighter, a paladin, and a cleric. They could [I]really[/I] have used a mage a time or two, but it was never the difference between success and failure.) But a healer? That's not something you can "fudge" with any degree of helpfulness. Lack any of the other classes, certain situations get tougher; but lack a healer, and the entire game can grind to a near halt as people drop every other combat, and as the party decides to retreat and wait for the next day after every two or three encounters. Hit dice along are a fair minimum for a gritty campaign, but for anything heroic? There really does need to be a middle ground between "just HD" and "must have healbot." Now, I happen to feel the game [I]does[/I] give a sufficiency of options. Go for the quick healing/recover options, and/or include a "secondary healer" (like a paladin) plus lots of potions or wands. But however it's handled, I firmly believe the game should still be playable--and still fun, even if it's a bit harder in some respects--without requiring a party to have [I]any[/I] particular niche filled. [/QUOTE]
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