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General Tabletop Discussion
*Dungeons & Dragons
On the healing options in the 5e DMG
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<blockquote data-quote="Hussar" data-source="post: 6458365" data-attributes="member: 22779"><p>I'd point out that very early D&D, 1st level clerics didn't even get spells at all. They didn't get anything until second level, so, you weren't there to heal, at least not in the beginning. Plus, with no bonus spells (Basic/Expert and I believe OD&D) you were limited to that 1 spell per day. You simply weren't going to heal anything significant until much higher levels. </p><p></p><p>AD&D changed this by giving clerics 1st level spells at 1st level and then giving them (generally) two bonus first level spells. So, your standard cleric layout was 3 cure light wounds. And, you probably didn't take any different 1st level spells until you got five or six of them. Plus, since there were no additional healing spells until 4th level spells in AD&D and 2e, you needed to burn all those slots on cure light wounds. There really was a lot of pressure just from the mechanics to make sure that the cleric was the healbot. Asking for someone to fall on the cleric grenade wasn't exactly a new idea.</p><p></p><p>I would say that most healing occurred after combat though. It just wasn't worth it, usually, to heal in combat - a simple d8 HP? That wasn't going to change the fight at all. It was far better to save all your spells for after combat and then heal once the fight was done.</p><p></p><p>3e solved this with healing wands - unlimited healing after combat finished. Made clerics much more versatile, but, also led to clerics being much, much more powerful than just about any other class. They were known as CoDzilla for a reason.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6458365, member: 22779"] I'd point out that very early D&D, 1st level clerics didn't even get spells at all. They didn't get anything until second level, so, you weren't there to heal, at least not in the beginning. Plus, with no bonus spells (Basic/Expert and I believe OD&D) you were limited to that 1 spell per day. You simply weren't going to heal anything significant until much higher levels. AD&D changed this by giving clerics 1st level spells at 1st level and then giving them (generally) two bonus first level spells. So, your standard cleric layout was 3 cure light wounds. And, you probably didn't take any different 1st level spells until you got five or six of them. Plus, since there were no additional healing spells until 4th level spells in AD&D and 2e, you needed to burn all those slots on cure light wounds. There really was a lot of pressure just from the mechanics to make sure that the cleric was the healbot. Asking for someone to fall on the cleric grenade wasn't exactly a new idea. I would say that most healing occurred after combat though. It just wasn't worth it, usually, to heal in combat - a simple d8 HP? That wasn't going to change the fight at all. It was far better to save all your spells for after combat and then heal once the fight was done. 3e solved this with healing wands - unlimited healing after combat finished. Made clerics much more versatile, but, also led to clerics being much, much more powerful than just about any other class. They were known as CoDzilla for a reason. [/QUOTE]
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On the healing options in the 5e DMG
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