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PC hit points vs Monster hit points
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<blockquote data-quote="keterys" data-source="post: 4707168" data-attributes="member: 43019"><p>DMs running modules. I told one of the DMs that he should up the difficulty (change the module) since they were, like, all EL = N and whee, but the other game was both EL=N+2 encounters.</p><p></p><p></p><p></p><p>Of course they do - tactics and build are why we didn't need healing. </p><p></p><p></p><p></p><p>Because we do use it - I just didn't for 7 encounters in a row. So for those 7 encounters, it was literally useless. The encounter I played before that with 1 of each role, we used every bit of healing in the party (so 2 words, a healing strike type ability from the shaman, and a healing after effect from the druid's daily) on the defender and he finished with like 3 hp. </p><p></p><p>At the end of the day, I also think that many encounters the healing is clearly needed to avoid someone falling down or staying down... but that in no way was anyone going to die or was the group going to fail.</p><p></p><p></p><p></p><p>5 _needlefang drake swarms_, yes. A different creature that's level 2, but within budget to throw at a level 1 party. </p><p></p><p></p><p></p><p>Every character's utility is frequently massive. Warlords are also good for handling effects like stun. A warden defender is, too. </p><p></p><p>Are you trying to show that healing is worth double the value of damage (which was implied by your original post) or that clerics are very useful, which seems anecdotal to the argument at hand? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Bards and warlords seem to do quite well, too. I've played in or DMed a surprising number of parties with no leader at all (like a group going through Weekend in the Realms and Spellguard) and honestly things are often more exciting, but they've done fine. I've also been in or DMed plenty of parties with no defender, which is also a way to mitigate damage (even better than healing). Your argument is inherently flawed 'You need a cleric, so you need a cleric. See, look, you need a cleric' when the evidence is overwhelming that you don't need a cleric in published campaigns. One sure helps, though.</p><p></p><p></p><p></p><p>Both encounters I gave were N + 2. We took plenty of damage. We just didn't need healing. Unless a character is going to go below 0 hp or a monster has something that triggers on bloodied, there's literally no need for healing. In fact, we gained advantage by leaving the dragonborn bloodied.</p><p></p><p></p><p></p><p>Good thing I didn't, and both encounters I gave were N+2 (7th), for the 5th level party with two leaders.</p><p></p><p> </p><p></p><p>Hence why I didn't know what things were <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /> That said, I'd say that the minions were above par minions for their level (which is to say, not that bad - 10 damage is a real threat, and auto combat advantage when adjacent is a good minion thing). The solo brute had horrendous burst potential, but I think we just killed it too fast for it to really matter - I suspect if we'd had to go much longer we'd have healed someone just to make sure the room effect didn't get lucky and take them down. </p><p></p><p></p><p></p><p>No armor that fight, no wizard - no autodamage at all. Dragonborn breath, otherwind stride, and divine glow, though. It's got a lot of minions, certainly, but there's plenty of other meat in the encounter too and we had no minion-clearing tricks at all. We did spread out and make things difficult for them to swarm people too badly though.</p><p></p><p>No stun or daze effect on the solo. Frigid Darkness and Inspired Belligerence and Dreadful Word made it pretty easy to kill, though, yes. We just really unloaded on it. Which is, y'know, a tactic for dealing with a dangerous situation <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="keterys, post: 4707168, member: 43019"] DMs running modules. I told one of the DMs that he should up the difficulty (change the module) since they were, like, all EL = N and whee, but the other game was both EL=N+2 encounters. Of course they do - tactics and build are why we didn't need healing. Because we do use it - I just didn't for 7 encounters in a row. So for those 7 encounters, it was literally useless. The encounter I played before that with 1 of each role, we used every bit of healing in the party (so 2 words, a healing strike type ability from the shaman, and a healing after effect from the druid's daily) on the defender and he finished with like 3 hp. At the end of the day, I also think that many encounters the healing is clearly needed to avoid someone falling down or staying down... but that in no way was anyone going to die or was the group going to fail. 5 _needlefang drake swarms_, yes. A different creature that's level 2, but within budget to throw at a level 1 party. Every character's utility is frequently massive. Warlords are also good for handling effects like stun. A warden defender is, too. Are you trying to show that healing is worth double the value of damage (which was implied by your original post) or that clerics are very useful, which seems anecdotal to the argument at hand? ;) Bards and warlords seem to do quite well, too. I've played in or DMed a surprising number of parties with no leader at all (like a group going through Weekend in the Realms and Spellguard) and honestly things are often more exciting, but they've done fine. I've also been in or DMed plenty of parties with no defender, which is also a way to mitigate damage (even better than healing). Your argument is inherently flawed 'You need a cleric, so you need a cleric. See, look, you need a cleric' when the evidence is overwhelming that you don't need a cleric in published campaigns. One sure helps, though. Both encounters I gave were N + 2. We took plenty of damage. We just didn't need healing. Unless a character is going to go below 0 hp or a monster has something that triggers on bloodied, there's literally no need for healing. In fact, we gained advantage by leaving the dragonborn bloodied. Good thing I didn't, and both encounters I gave were N+2 (7th), for the 5th level party with two leaders. Hence why I didn't know what things were :P That said, I'd say that the minions were above par minions for their level (which is to say, not that bad - 10 damage is a real threat, and auto combat advantage when adjacent is a good minion thing). The solo brute had horrendous burst potential, but I think we just killed it too fast for it to really matter - I suspect if we'd had to go much longer we'd have healed someone just to make sure the room effect didn't get lucky and take them down. No armor that fight, no wizard - no autodamage at all. Dragonborn breath, otherwind stride, and divine glow, though. It's got a lot of minions, certainly, but there's plenty of other meat in the encounter too and we had no minion-clearing tricks at all. We did spread out and make things difficult for them to swarm people too badly though. No stun or daze effect on the solo. Frigid Darkness and Inspired Belligerence and Dreadful Word made it pretty easy to kill, though, yes. We just really unloaded on it. Which is, y'know, a tactic for dealing with a dangerous situation :) [/QUOTE]
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