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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: 6455398" data-attributes="member: 42582"><p>This post makes your preferred play experience very clear. But I think you need to acknowledge that others play RPGs, including D&D, for different reasons. For instance, I don't see how your description of what D&D play involves really encompasses classic modules like ToH, WPM, the G series, etc, where the goal of play isn't to immerse and "have an experience" but rather to beat the dungeon by clever use of the abilities that the game rules confer upon your PC (including, sometimes, outwitting the GM).</p><p></p><p>If 5e is meant to be a "unification" edition, it needs to support more than just your preferred approach.</p><p></p><p></p><p>Steenan covers this. If your goal is to turn up and beat the GM's dungeon, then presumably the healing rules, that help set the parameters for "beating", have already been established. (Although perhaps there could be a "handicap" system - the group that takes on the G-series with nothing but thieves get bonus healing potions to start with, or something.) But if the group is playing a "player-focused" game, then tweaking the healing system (the density of traps, etc) is part of making sure that each player gets the experience out of the game s/he was looking for.</p><p></p><p>I mostly tailor, but not completely. My players know that I have a preference for undead and demons as antagonists, and so they tend to try and have a minimum deployable amount of "holy"/"radiant"-type attacks.</p><p></p><p>*********************************</p><p></p><p>As a GM I don't particularly care for either of these options. NPCs are a pain to run, and inevitably steal some of the show from the PCs. And plentiful healing potions spoil my sense of verisimilitude in the same fashion that inspirational hit point recovery spoils that of others.</p><p></p><p>And plenty of 4e players, including many who post on these forums, had solved this problem eg by going for longer extended rests, or rationing extend rests via skill challenges, etc.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6455398, member: 42582"] This post makes your preferred play experience very clear. But I think you need to acknowledge that others play RPGs, including D&D, for different reasons. For instance, I don't see how your description of what D&D play involves really encompasses classic modules like ToH, WPM, the G series, etc, where the goal of play isn't to immerse and "have an experience" but rather to beat the dungeon by clever use of the abilities that the game rules confer upon your PC (including, sometimes, outwitting the GM). If 5e is meant to be a "unification" edition, it needs to support more than just your preferred approach. Steenan covers this. If your goal is to turn up and beat the GM's dungeon, then presumably the healing rules, that help set the parameters for "beating", have already been established. (Although perhaps there could be a "handicap" system - the group that takes on the G-series with nothing but thieves get bonus healing potions to start with, or something.) But if the group is playing a "player-focused" game, then tweaking the healing system (the density of traps, etc) is part of making sure that each player gets the experience out of the game s/he was looking for. I mostly tailor, but not completely. My players know that I have a preference for undead and demons as antagonists, and so they tend to try and have a minimum deployable amount of "holy"/"radiant"-type attacks. ********************************* As a GM I don't particularly care for either of these options. NPCs are a pain to run, and inevitably steal some of the show from the PCs. And plentiful healing potions spoil my sense of verisimilitude in the same fashion that inspirational hit point recovery spoils that of others. And plenty of 4e players, including many who post on these forums, had solved this problem eg by going for longer extended rests, or rationing extend rests via skill challenges, etc. [/QUOTE]
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