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Community
General Tabletop Discussion
*Dungeons & Dragons
On the healing options in the 5e DMG
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<blockquote data-quote="Hussar" data-source="post: 6462381" data-attributes="member: 22779"><p>Note, you got that +4 when striking from behind AND the opponent didn't know you were there. Hardly something that actually comes up that often. It's not like 3e sneak attack where you only needed to flank. And, additionally our cleric got more HP than the thief. So, our cleric is out AC'ing the thief, out damaging the thief on a consistent basis and has more HP. In what way is an AD&D thief an equal combatant to the cleric?</p><p></p><p>Again, healing in combat was almost never done in AD&D because it was generally never needed. It was vastly more productive to heal after combat. Heck, surf back through this thread and you'll see [MENTION=717]JRRNeiklot[/MENTION] saying exactly the same thing, and I'm fairly sure that he's got a fair bit more experience with earlier D&D than both of us put together. He's absolutely right though, in combat healing was very, very uncommon. Why would you bother most of the time? That 4 HP wasn't going to make any difference by and large anyway. And, until you hit at least 7th level, the maximum you could heal in a single round was 8 points. When monster generally topped out at about 40 HP or so, it was far better to beat on the baddie than heal someone. it certainly wasn't something that you would do every combat.</p><p></p><p>But, this is also missing the point somewhat. KaiiLurker is talking about a pure healer. A character that is almost zero combat ability but heals the best. This never existed in D&D unless you make some pretty specific choices and ignore a significant slice of the abilities of the character. And, even if you did that, you were still only an 8 hour rest away from being one of the two most powerful classes in 3e. In earlier editions, clerics were hardly a slouch either. There's a reason that clerics need almost as much xp as a fighter and far, far more xp than a thief. It's because the class was considered more powerful and more durable. That's how the xp tables worked.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6462381, member: 22779"] Note, you got that +4 when striking from behind AND the opponent didn't know you were there. Hardly something that actually comes up that often. It's not like 3e sneak attack where you only needed to flank. And, additionally our cleric got more HP than the thief. So, our cleric is out AC'ing the thief, out damaging the thief on a consistent basis and has more HP. In what way is an AD&D thief an equal combatant to the cleric? Again, healing in combat was almost never done in AD&D because it was generally never needed. It was vastly more productive to heal after combat. Heck, surf back through this thread and you'll see [MENTION=717]JRRNeiklot[/MENTION] saying exactly the same thing, and I'm fairly sure that he's got a fair bit more experience with earlier D&D than both of us put together. He's absolutely right though, in combat healing was very, very uncommon. Why would you bother most of the time? That 4 HP wasn't going to make any difference by and large anyway. And, until you hit at least 7th level, the maximum you could heal in a single round was 8 points. When monster generally topped out at about 40 HP or so, it was far better to beat on the baddie than heal someone. it certainly wasn't something that you would do every combat. But, this is also missing the point somewhat. KaiiLurker is talking about a pure healer. A character that is almost zero combat ability but heals the best. This never existed in D&D unless you make some pretty specific choices and ignore a significant slice of the abilities of the character. And, even if you did that, you were still only an 8 hour rest away from being one of the two most powerful classes in 3e. In earlier editions, clerics were hardly a slouch either. There's a reason that clerics need almost as much xp as a fighter and far, far more xp than a thief. It's because the class was considered more powerful and more durable. That's how the xp tables worked. [/QUOTE]
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On the healing options in the 5e DMG
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