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General Tabletop Discussion
*Dungeons & Dragons
On the healing options in the 5e DMG
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<blockquote data-quote="Celtavian" data-source="post: 6460295" data-attributes="member: 5834"><p>I was hoping for a game that didn't require a healer. Alas 5th edition is not that game. We tried it at lower levels. It didn't work. It hasn't become any easier as we leveled up. There's too many monster special abilities that cause spike damage. Crits from minion level enemies with special abilities like martial advantage can crush the hit points of any save for perhaps the barbarian. </p><p></p><p>I guess for better or worse even 5th edition was built with the standard D&D paradigm in mind. Even when we played 4th edition, we needed a healer. Monsters hit too hard. As a DM it makes no sense to allow players to engage in long (or sometimes short) rests in a dungeon led by an active villain. Not having a healer when the villain takes proactive measures to eliminate the PCs as a threat is a recipe for lots of character making.</p><p></p><p>Gotta have that healer to make the game go. I at least wish 5th edition wouldn't have made the cleric the hands down superior healer. I'd at least like more options for viable healer even at high levels. It seems like at the highest levels, no <em>mass healing</em> is going to hurt with legendary creatures that do massive AoE damage on their own turn, then hit the party for more AoE damage on their lair or legendary action. It was slightly disappointing aspect of 5th edition I hope would have changed.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6460295, member: 5834"] I was hoping for a game that didn't require a healer. Alas 5th edition is not that game. We tried it at lower levels. It didn't work. It hasn't become any easier as we leveled up. There's too many monster special abilities that cause spike damage. Crits from minion level enemies with special abilities like martial advantage can crush the hit points of any save for perhaps the barbarian. I guess for better or worse even 5th edition was built with the standard D&D paradigm in mind. Even when we played 4th edition, we needed a healer. Monsters hit too hard. As a DM it makes no sense to allow players to engage in long (or sometimes short) rests in a dungeon led by an active villain. Not having a healer when the villain takes proactive measures to eliminate the PCs as a threat is a recipe for lots of character making. Gotta have that healer to make the game go. I at least wish 5th edition wouldn't have made the cleric the hands down superior healer. I'd at least like more options for viable healer even at high levels. It seems like at the highest levels, no [I]mass healing[/I] is going to hurt with legendary creatures that do massive AoE damage on their own turn, then hit the party for more AoE damage on their lair or legendary action. It was slightly disappointing aspect of 5th edition I hope would have changed. [/QUOTE]
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On the healing options in the 5e DMG
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