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Slow Natural Healing in actual play
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<blockquote data-quote="5ekyu" data-source="post: 7323774" data-attributes="member: 6919838"><p>I will admit that pne of the goid thing abput forums is experiencing different paradigms. </p><p></p><p>I dont think i can recall any time where players in games i GM or played in where an 8 hour rest in "a dungeon" (or analog to any uncontrolled hostile situation) would be attempted.</p><p></p><p>Even if they/we had some form of cover like spells for huts or whatever, it would have been rare that we wpuld think in an already active situation we would have the time and the enemy so few options that we would see it as a successful path.</p><p></p><p>So for us, 5e was more akin to just not having to fret the healing accountant stage once the mission was over which seemed fine.</p><p></p><p>I am sure that if i added new rules to change the safe zone healing in a way that realky made a difference, that made that healing less a "easy and done downtime" it would produce a few changes but not the video game playstyle mentioned.</p><p></p><p>1 likely major drop in fighter or other character who is meant to survive thru high hit points while sucking up damage being chosen. Miss-me factors become much better than I-can-take-it. (That could help DEX in games where DEX is seen as third tier "if i have to" stat behind CON.)</p><p></p><p>Classes with AC, evasion, uncanny dodge, resistances etc would be much higher valued.</p><p></p><p>Spell casters with cures and damage mitigation, again, stock goes up. </p><p></p><p>I would not be surprised to see the "fighter" roles replaced with clerics. An arcane, a Rogue and two different flavor clerics with no "fighter" is already a strong rival to the "classic 4" but make significant meaningful reduction to non-combat heal and it becomes almost no brainer.</p><p></p><p>Cutting back on *non-magic* resources makes chosing magical options over non-magical ones even more in demand.</p><p></p><p>"Gritty non-magic healing" and "fantasy high magic healing etc etc" simply shifts the places on the preferences ladder of classes to play.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>Sent from my [device_name] using <a href="http://EN World mobile app" target="_blank">EN World mobile app</a></p></blockquote><p></p>
[QUOTE="5ekyu, post: 7323774, member: 6919838"] I will admit that pne of the goid thing abput forums is experiencing different paradigms. I dont think i can recall any time where players in games i GM or played in where an 8 hour rest in "a dungeon" (or analog to any uncontrolled hostile situation) would be attempted. Even if they/we had some form of cover like spells for huts or whatever, it would have been rare that we wpuld think in an already active situation we would have the time and the enemy so few options that we would see it as a successful path. So for us, 5e was more akin to just not having to fret the healing accountant stage once the mission was over which seemed fine. I am sure that if i added new rules to change the safe zone healing in a way that realky made a difference, that made that healing less a "easy and done downtime" it would produce a few changes but not the video game playstyle mentioned. 1 likely major drop in fighter or other character who is meant to survive thru high hit points while sucking up damage being chosen. Miss-me factors become much better than I-can-take-it. (That could help DEX in games where DEX is seen as third tier "if i have to" stat behind CON.) Classes with AC, evasion, uncanny dodge, resistances etc would be much higher valued. Spell casters with cures and damage mitigation, again, stock goes up. I would not be surprised to see the "fighter" roles replaced with clerics. An arcane, a Rogue and two different flavor clerics with no "fighter" is already a strong rival to the "classic 4" but make significant meaningful reduction to non-combat heal and it becomes almost no brainer. Cutting back on *non-magic* resources makes chosing magical options over non-magical ones even more in demand. "Gritty non-magic healing" and "fantasy high magic healing etc etc" simply shifts the places on the preferences ladder of classes to play. Sent from my [device_name] using [url]EN World mobile app[/url] [/QUOTE]
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