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General Tabletop Discussion
*Dungeons & Dragons
The Crab Bucket Fallacy
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<blockquote data-quote="Pedantic" data-source="post: 9141031" data-attributes="member: 6690965"><p>The problem with healing is endemic to D&D combat in general, and lots of different solutions have been floated. Frankly, in-combat healing is generally pretty bad for the game, simply because D&D combat isn't very long. The action cost of healing requires that it be incredibly powerful relative to incoming damage to be worth doing, hence the modern "only if not doing it would cost my team an action/round" and/or "only if it doesn't take an action." The problem is that healing that actually is worth the action cost is warping in its own way. How many enemy actions are you undoing with your action, and how efficient would it be to do more of that than anything else? There's a surprisingly narrow balance point before you end up with "oops all clerics" (but not in the classic CoDZilla sense) being the most viable option. And worse, you get a sequencing problem, where you don't want to deploy your incredibly powerful healing until it will have full effect, which means you the difference between "optimally injured for healing" and "dead" becomes vitally important, and often, a recipe for hit point bloat as the designer tries to pad the edges for user experience.</p><p></p><p>If I had my druthers, healing would be sharply limited in combat, and largely either self directed, (Second Wind is a very low skill floor buff to the Fighter's HP pool really) or reactive, allowing a sharply limited set of last minute saves. Out of combat healing is a totally different beast.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 9141031, member: 6690965"] The problem with healing is endemic to D&D combat in general, and lots of different solutions have been floated. Frankly, in-combat healing is generally pretty bad for the game, simply because D&D combat isn't very long. The action cost of healing requires that it be incredibly powerful relative to incoming damage to be worth doing, hence the modern "only if not doing it would cost my team an action/round" and/or "only if it doesn't take an action." The problem is that healing that actually is worth the action cost is warping in its own way. How many enemy actions are you undoing with your action, and how efficient would it be to do more of that than anything else? There's a surprisingly narrow balance point before you end up with "oops all clerics" (but not in the classic CoDZilla sense) being the most viable option. And worse, you get a sequencing problem, where you don't want to deploy your incredibly powerful healing until it will have full effect, which means you the difference between "optimally injured for healing" and "dead" becomes vitally important, and often, a recipe for hit point bloat as the designer tries to pad the edges for user experience. If I had my druthers, healing would be sharply limited in combat, and largely either self directed, (Second Wind is a very low skill floor buff to the Fighter's HP pool really) or reactive, allowing a sharply limited set of last minute saves. Out of combat healing is a totally different beast. [/QUOTE]
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