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General Tabletop Discussion
*Dungeons & Dragons
On the healing options in the 5e DMG
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<blockquote data-quote="Uchawi" data-source="post: 6454108" data-attributes="member: 6775000"><p>The problem with healing is the same thing with overall class design with a class like the fighter. Instead of having a class mechanic for each class (like spells for casters) you have a hodgepodge of abilities or concepts in the fighter that should have been separate classes (Champion, Battlemaster, Eldritch Knight) with a class mechanic to change what those classes can do (including healing).</p><p></p><p>There should be a mechanism for any class to change ability like choosing spells. Without that, you can change things external to the class like hit dice, recovery rate, items, etc. but you are still left with things within the class that can not be fine tuned.</p><p></p><p>I guess the analogy would be trying to program with all the variables defined at the global level, without any parameters passing to fine tune how the program operates.</p><p></p><p>And how hit points are treated, how they are recovered or managed is front and center to a multitude of viewpoints (arguments) that determine how you want to play the game. To me that was the core argument for modularity starting with class options, and going out from there, to be able to plug and play until you had the game you wanted.</p><p></p><p>Whether the DMG is even close to providing modularity will soon be evident.</p></blockquote><p></p>
[QUOTE="Uchawi, post: 6454108, member: 6775000"] The problem with healing is the same thing with overall class design with a class like the fighter. Instead of having a class mechanic for each class (like spells for casters) you have a hodgepodge of abilities or concepts in the fighter that should have been separate classes (Champion, Battlemaster, Eldritch Knight) with a class mechanic to change what those classes can do (including healing). There should be a mechanism for any class to change ability like choosing spells. Without that, you can change things external to the class like hit dice, recovery rate, items, etc. but you are still left with things within the class that can not be fine tuned. I guess the analogy would be trying to program with all the variables defined at the global level, without any parameters passing to fine tune how the program operates. And how hit points are treated, how they are recovered or managed is front and center to a multitude of viewpoints (arguments) that determine how you want to play the game. To me that was the core argument for modularity starting with class options, and going out from there, to be able to plug and play until you had the game you wanted. Whether the DMG is even close to providing modularity will soon be evident. [/QUOTE]
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On the healing options in the 5e DMG
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