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General Tabletop Discussion
*Dungeons & Dragons
On the healing options in the 5e DMG
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<blockquote data-quote="pemerton" data-source="post: 6455396" data-attributes="member: 42582"><p>Are there very many of these? In the Basic PDF a cleric's divine intervention is on a 7-day recharge if successful; in "gritty" mode you'd probably turn that into a 1-month recharge.</p><p></p><p>Magic items seem to have daily rather than rest-based recharging, which means they certainly get stronger in a "gritty" campaign, but that's not necessarily a bad thing.</p><p></p><p>No, provided that the GM manages the encounter density per unit of ingame time appropriately.</p><p></p><p><strong>In other words, this!</strong></p><p><strong></strong></p><p><strong>Presumably the idea would be to use attacking NPCs/monsters in waves - close enough together to preclude short rests, but far enough apart to keep the enemy action economy under control. This is an approach to combat encounters which has some currency both in fantasy fiction, and in 4e play. So it makes sense that they suggest an option that allows for it.</strong></p><p><strong></strong></p><p><strong>Only if we measure "power" in terms of "ability to do interesting stuff per unit of ingame time". But that seems like a poor measure of power for a game played by real people in the real world. From the point of view of gameplay, nothing can be inferred about the significance of an ingame time period required to recover resources unless we know what the rate of resource-expenditure per unit of ingame time is. And that rate is not fixed - it is largely controlled by the GM, either directly (in a game in which the GM determines when encounters occur) or indirectly (in a sandbox game, it is still the GM who determines the geographic separation of interesting features, the frequency and likelihood of random encounters, etc).</strong></p><p><strong></strong></p><p><strong>QUOTE=Jeff Carlsen;6452234]Though that's assuming that the party will expend resources between every rest. The longer rest rules are fitting for campaigns where encounters don't happen multiple times a day, every day.</strong></p></blockquote><p><strong>Right - I think this is the more useful perspective for thinking about the significance of ingame units of time used to recover game resources.</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>I agree that, for those who care for such things, this is pretty obvious.</strong></p><p><strong></strong></p><p><strong>At least some of those looking for a "gritty" experience won't care about class balance, though, and so won't worry (and given their goals will be right not to worry), and will find their own happy approach via trial and error.</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>This is the sort of approach I had in mind in saying that some of those looking for a "gritty" experience won't care about class balance. They'll find their own approach, including their own approach to the importance of healing classes.</strong></p><p><strong></strong></p><p><strong>Your example is an extreme instance of trial-and-error! In what I would imagine is the more typical case, other workarounds will be found - paying NPCs for healing, healing potions, magical pools in the dungeon, etc.</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>To me this doesn't make sense.</strong></p><p><strong></strong></p><p><strong>It's like saying that my fighter is superfluous, because if I wasn't playing a fighter I'd be playing a magic-user instead, and killing the NPCs that way.</strong></p><p><strong></strong></p><p><strong>You're misreading the counterfactual. It's not "Would the PCs be less successful if I was playing a different character?", to which the answer, in an even remotely balanced game, must be "not really". It's "Would the PCs be less successful if my PC was not there?" And that's as true for a healer as for a fighter or MU.</strong></p><p><strong></strong></p><p><strong>Of course a party with a healer can accomplish more than if it lacked the healer. The issue is, should it be able to accomplish more than if it substituted a skirmisher, or a wizard, for the healer? I'm happy if the game gives a marginal reward for the synergy of diverse PCs - D&D is a party-oriented game, after all. But I don't think those benefits should eclipse other options. Choosing to play the second warrior, or the second archer, rather than a healer, should marginally increase the skill needed for the party to act at full efficiency. It shouldn't be crippling.</strong></p><p><strong></strong></p><p><strong>This is the 13th Age approach, but I suspect it is not very appealing to a significant chunk of the 5e audience.</strong></p><p>[/QUOTE]</p>
[QUOTE="pemerton, post: 6455396, member: 42582"] Are there very many of these? In the Basic PDF a cleric's divine intervention is on a 7-day recharge if successful; in "gritty" mode you'd probably turn that into a 1-month recharge. Magic items seem to have daily rather than rest-based recharging, which means they certainly get stronger in a "gritty" campaign, but that's not necessarily a bad thing. No, provided that the GM manages the encounter density per unit of ingame time appropriately. [B]In other words, this! Presumably the idea would be to use attacking NPCs/monsters in waves - close enough together to preclude short rests, but far enough apart to keep the enemy action economy under control. This is an approach to combat encounters which has some currency both in fantasy fiction, and in 4e play. So it makes sense that they suggest an option that allows for it. Only if we measure "power" in terms of "ability to do interesting stuff per unit of ingame time". But that seems like a poor measure of power for a game played by real people in the real world. From the point of view of gameplay, nothing can be inferred about the significance of an ingame time period required to recover resources unless we know what the rate of resource-expenditure per unit of ingame time is. And that rate is not fixed - it is largely controlled by the GM, either directly (in a game in which the GM determines when encounters occur) or indirectly (in a sandbox game, it is still the GM who determines the geographic separation of interesting features, the frequency and likelihood of random encounters, etc). QUOTE=Jeff Carlsen;6452234]Though that's assuming that the party will expend resources between every rest. The longer rest rules are fitting for campaigns where encounters don't happen multiple times a day, every day.[/quote]Right - I think this is the more useful perspective for thinking about the significance of ingame units of time used to recover game resources. I agree that, for those who care for such things, this is pretty obvious. At least some of those looking for a "gritty" experience won't care about class balance, though, and so won't worry (and given their goals will be right not to worry), and will find their own happy approach via trial and error. This is the sort of approach I had in mind in saying that some of those looking for a "gritty" experience won't care about class balance. They'll find their own approach, including their own approach to the importance of healing classes. Your example is an extreme instance of trial-and-error! In what I would imagine is the more typical case, other workarounds will be found - paying NPCs for healing, healing potions, magical pools in the dungeon, etc. To me this doesn't make sense. It's like saying that my fighter is superfluous, because if I wasn't playing a fighter I'd be playing a magic-user instead, and killing the NPCs that way. You're misreading the counterfactual. It's not "Would the PCs be less successful if I was playing a different character?", to which the answer, in an even remotely balanced game, must be "not really". It's "Would the PCs be less successful if my PC was not there?" And that's as true for a healer as for a fighter or MU. Of course a party with a healer can accomplish more than if it lacked the healer. The issue is, should it be able to accomplish more than if it substituted a skirmisher, or a wizard, for the healer? I'm happy if the game gives a marginal reward for the synergy of diverse PCs - D&D is a party-oriented game, after all. But I don't think those benefits should eclipse other options. Choosing to play the second warrior, or the second archer, rather than a healer, should marginally increase the skill needed for the party to act at full efficiency. It shouldn't be crippling. This is the 13th Age approach, but I suspect it is not very appealing to a significant chunk of the 5e audience.[/B] [/QUOTE]
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