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<blockquote data-quote="Sacrosanct" data-source="post: 7635323" data-attributes="member: 15700"><p>When you make comments like this as to why healing is comparable in AD&D to 5e, this is why I think you either don't know anything about the game rules (which I doubt that's true), or that you hope no one else knows the difference, or that you're being intentionally disingenuous. I know you know the rules, so I can't figure out why you're insisting on arguing something that is so clearly not true. Yes, hp increased in 5e, but the <em>ratio </em>increased so much, that they aren't comparable as you claim. I shouldn't even have to show you the math because it's so obvious, but apparently I do:</p><p></p><p>5th level party, AD&D:</p><p>Fighter: 33 hp (+1 bonus from con)</p><p>Cleric: 23 hp</p><p>Mu: 13 hp</p><p>Thief: 18 hp</p><p>Healing: no hit dice. 1 hp per party member (total: 4). cleric has 5/5/1 spells (2 bonus 1st level and 2nd level due to WIS score). Available healing spells: cure light wounds 5x (5-40 total points)</p><p></p><p>Total hit points: 87. Total points able to be healed: 9-44. Average: 27. <strong>Ratio: max: 51%. Average: 31%</strong></p><p></p><p>5th level party, 5e:</p><p>Fighter: 52 hp (+2 bonus from Con since the same value in 5e gives a +2 bonus when in AD&D its +1)</p><p>Cleric: 28 hp</p><p>Wizard: 18 hp</p><p>Rogue: 28 hp</p><p></p><p>Healing: short rests: 5d10+10+10d8+5d6 available (30-170 points, average: 100). Long rest: 126 points. Cleric healing: 4/3/2. Can use cure wounds at every slot, so: 4d8+12 (spell modifier that AD&D don’t get added)+6d8+9+6d8+6 = 43-155 points. Average: 99 hit points.</p><p></p><p>Total hit points: 126. Total points that can be healed: 451. Average: 325 points. <strong>Ratio max: 358% Ratio average: 258%</strong></p><p></p><p></p><p><strong>Summary</strong></p><p>Even though hp increased in 5e, the rate of healing is exponentially higher than AD&D over an adventuring day. In 5e, you can recover 3.5 times your party's hit points in a day. In AD&D? 1/2 your total hit points. Not even remotely close, let alone "a moot difference" as you say. You're simply wrong here. By a lot. And that's not even accounting for all of the other things in 5e that recover after a short rest, or comparing a party without a cleric in each edition (which would make the disparity even far greater than it is), or things like healing kits in 5e vs 1e. There are entire classes designed around short rest recovery. AD&D has nothing even remotely close. I have no idea why you continue to argue they are comparable when I know you know they aren't.</p><p></p><p>*Edit* updated as I used only 1 HD per day, and I should have used 5 HD per day per PC</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 7635323, member: 15700"] When you make comments like this as to why healing is comparable in AD&D to 5e, this is why I think you either don't know anything about the game rules (which I doubt that's true), or that you hope no one else knows the difference, or that you're being intentionally disingenuous. I know you know the rules, so I can't figure out why you're insisting on arguing something that is so clearly not true. Yes, hp increased in 5e, but the [I]ratio [/I]increased so much, that they aren't comparable as you claim. I shouldn't even have to show you the math because it's so obvious, but apparently I do: 5th level party, AD&D: Fighter: 33 hp (+1 bonus from con) Cleric: 23 hp Mu: 13 hp Thief: 18 hp Healing: no hit dice. 1 hp per party member (total: 4). cleric has 5/5/1 spells (2 bonus 1st level and 2nd level due to WIS score). Available healing spells: cure light wounds 5x (5-40 total points) Total hit points: 87. Total points able to be healed: 9-44. Average: 27. [B]Ratio: max: 51%. Average: 31%[/B] 5th level party, 5e: Fighter: 52 hp (+2 bonus from Con since the same value in 5e gives a +2 bonus when in AD&D its +1) Cleric: 28 hp Wizard: 18 hp Rogue: 28 hp Healing: short rests: 5d10+10+10d8+5d6 available (30-170 points, average: 100). Long rest: 126 points. Cleric healing: 4/3/2. Can use cure wounds at every slot, so: 4d8+12 (spell modifier that AD&D don’t get added)+6d8+9+6d8+6 = 43-155 points. Average: 99 hit points. Total hit points: 126. Total points that can be healed: 451. Average: 325 points. [B]Ratio max: 358% Ratio average: 258%[/B] [B]Summary[/B] Even though hp increased in 5e, the rate of healing is exponentially higher than AD&D over an adventuring day. In 5e, you can recover 3.5 times your party's hit points in a day. In AD&D? 1/2 your total hit points. Not even remotely close, let alone "a moot difference" as you say. You're simply wrong here. By a lot. And that's not even accounting for all of the other things in 5e that recover after a short rest, or comparing a party without a cleric in each edition (which would make the disparity even far greater than it is), or things like healing kits in 5e vs 1e. There are entire classes designed around short rest recovery. AD&D has nothing even remotely close. I have no idea why you continue to argue they are comparable when I know you know they aren't. *Edit* updated as I used only 1 HD per day, and I should have used 5 HD per day per PC [/QUOTE]
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