werecorpse
Adventurer
That's a slow way to roll 1d6+4![]()
1d6+4 gives the same range but different mode, median and most importantly mean.
That's a slow way to roll 1d6+4![]()
Resting in 5e as written is way way WAY more generous than anything I'd ever allow. Then again, 1e as written is way too harsh...But 5E is different than AD&D, in that there are more ways to do damage mitigation. In the last eight months or so of weekly play I think I've seen a grand total of maybe 50 HP of magical healing. Beyond that, resting suffices for all healing needs.
All valid tactics in any edition (except for the Mobile feat), and henches soak up damage quite nicely too.You can use undead minions to soak damage instead of healing; you can use Shield spells and dodging to prevent damage; you can use missile weapons to inflict damage without taking any yourself (perhaps while another PC does the Dodge thing); you can use the Mobile feat to substitute movement for AC.
Healer types are also handy for Neutralize Poison or whatever it's called now.What you need a healer for isn't HP restoration, it is Revivify/Greater Restoration. My players had to resort to seeking out a Couatl and trading favors with him in order to end an Intellect Devourer's Perma-Stun on two characters, because there weren't any PCs who could cast Greater Restoration. (They also needed him to Greater Restoration a third character who had been cursed by a Rakshasa.)
All valid tactics in any edition (except for the Mobile feat), and henches soak up damage quite nicely too.But sooner or later, unless your party is cautious to a dull and boring extreme, you're gonna get clobbered and need the healer.
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