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*Dungeons & Dragons
The Healing Spirit Nerf=Complete Overkill
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<blockquote data-quote="Shiroiken" data-source="post: 8187712" data-attributes="member: 6775477"><p>They all are. Hit Points as just as integral for resource attrition as other Long Rest abilities. Trivializing HP attrition is what happened in 4E, where you were assumed to enter every encounter at/near full HP. This is fine for certain styles of play, but if you assume resource attrition, then HP must be an included factor.</p><p></p><p></p><p>This is sadly true. 5E was built around a set of assumptions on encounters per day, and this assumption doesn't match actual play for most groups. I was part of the playtest, and I never saw anything concerning this, making this pretty much entirely WotC's fault. IMO most people's problems with 5E are based around the fact that they often use about half of the expected encounters. This weakens classes that use at-will and short rest abilities (like the monk and warlock) while strengthening spellcasters, who can regularly go nova. This is a secondary issue, however, which has been rehashed endlessly.</p><p></p><p></p><p>You're not comparing Fireball to Circle of Death, you're comparing Disintegrate to Acid Arrow. With a level 2 slot, by RAW, you can heal 10d6 HP (avg 35) to well over a dozen people in a minute for a 2nd level spell. Cure Wounds gives a single person 2d8+mod HP (avg 14 with max mod). Prayer of Healing gives half a dozen people 2d8+mod HP (14 again). Aura of Vitality gives a total of 20d6 HP (avg 70) against an upcast Healing Spirit giving 20d6 to everyone. Heal gives 70 HP to a single person, while an upcast Healing Spirit gives 70d6 (avg 245) to everyone. Healing Spirit isn't what Prayer of Healing was meant to be; it's well above any existing healing in the game!</p><p></p><p></p><p>If your argument is the DM can throw out unbalanced encounters, your argument is flawed. Healing Spirit will make sure you can survive the damage dished out by the giants, while you use other resources to win. Then you spend a 2nd level slot to start the cycle over again.</p><p></p><p></p><p>Yeah, but you can have intelligent enemies that take advantage of the player's rest. In the Temple of Nasty Things, they should have improved defenses, and quite possibly be waiting outside the Tiny Hut. Congrats, you took a long rest and now have to face every enemy at once... good luck!</p><p></p><p>I agree with you on this, and so did WotC. They didn't do this lightly, having addressed it with Sage Advice first. They learned from 3E and 4E how errata can disrupt the game, and only did it once they felt it necessary.</p><p></p><p>I think the only reason they did an errata was because of Adventurer's League, where the Sage Advice was irrelevant. I don't think a reprint was the best option, as a simple issued errata for AL would be sufficient.</p><p></p><p></p><p>I agree the change was overkill, making it much less powerful than it should be. I felt it should either have been once per round, which might have needed awkward wording, but would have kept the intent of the spell the same (also mostly balances it against Aura of Vitality). If it was to be limited to a number of uses, I would have gone with either double modifier, or modifier plus proficiency. Either of these would have kept the spell usable, while bringing back in line with the rest of the game.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 8187712, member: 6775477"] They all are. Hit Points as just as integral for resource attrition as other Long Rest abilities. Trivializing HP attrition is what happened in 4E, where you were assumed to enter every encounter at/near full HP. This is fine for certain styles of play, but if you assume resource attrition, then HP must be an included factor. This is sadly true. 5E was built around a set of assumptions on encounters per day, and this assumption doesn't match actual play for most groups. I was part of the playtest, and I never saw anything concerning this, making this pretty much entirely WotC's fault. IMO most people's problems with 5E are based around the fact that they often use about half of the expected encounters. This weakens classes that use at-will and short rest abilities (like the monk and warlock) while strengthening spellcasters, who can regularly go nova. This is a secondary issue, however, which has been rehashed endlessly. You're not comparing Fireball to Circle of Death, you're comparing Disintegrate to Acid Arrow. With a level 2 slot, by RAW, you can heal 10d6 HP (avg 35) to well over a dozen people in a minute for a 2nd level spell. Cure Wounds gives a single person 2d8+mod HP (avg 14 with max mod). Prayer of Healing gives half a dozen people 2d8+mod HP (14 again). Aura of Vitality gives a total of 20d6 HP (avg 70) against an upcast Healing Spirit giving 20d6 to everyone. Heal gives 70 HP to a single person, while an upcast Healing Spirit gives 70d6 (avg 245) to everyone. Healing Spirit isn't what Prayer of Healing was meant to be; it's well above any existing healing in the game! If your argument is the DM can throw out unbalanced encounters, your argument is flawed. Healing Spirit will make sure you can survive the damage dished out by the giants, while you use other resources to win. Then you spend a 2nd level slot to start the cycle over again. Yeah, but you can have intelligent enemies that take advantage of the player's rest. In the Temple of Nasty Things, they should have improved defenses, and quite possibly be waiting outside the Tiny Hut. Congrats, you took a long rest and now have to face every enemy at once... good luck! I agree with you on this, and so did WotC. They didn't do this lightly, having addressed it with Sage Advice first. They learned from 3E and 4E how errata can disrupt the game, and only did it once they felt it necessary. I think the only reason they did an errata was because of Adventurer's League, where the Sage Advice was irrelevant. I don't think a reprint was the best option, as a simple issued errata for AL would be sufficient. I agree the change was overkill, making it much less powerful than it should be. I felt it should either have been once per round, which might have needed awkward wording, but would have kept the intent of the spell the same (also mostly balances it against Aura of Vitality). If it was to be limited to a number of uses, I would have gone with either double modifier, or modifier plus proficiency. Either of these would have kept the spell usable, while bringing back in line with the rest of the game. [/QUOTE]
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