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General Tabletop Discussion
*Dungeons & Dragons
The Problem with Healing Powercreep
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<blockquote data-quote="Daztur" data-source="post: 9448240" data-attributes="member: 55680"><p>Don't think that's too much of a distinction, all forms of healing work out as extensions of the HP pool, although using spell slots that way has an opportunity cost (can't use the spell slots for other stuff) which Healing Surges don't have.</p><p></p><p></p><p>Yes, that's exactly the sort of design I'd like for 5.*e but instead we get a bit of weird hybrid design with vestigial Healing Surges (Hit Dice) hanging off of a more 3.*e healing system without meshing well.</p><p></p><p></p><p></p><p>Yeah, 5e is a clunky messy compromise in this, but like a lot of other parts of 5e design it ends up holding up better in actual play than you'd expect.</p><p></p><p></p><p></p><p>Well 5e already has Healing Surges (of a sort) in Hit Dice, just would like to see Hit Dice and healing spells work together under the same overall system instead of being compartmentalized, with something along the lines of mellored's suggestion upthread.</p><p></p><p>As far as getting DMs tools to handle the ebb and flow of combat, I would really prefer for that not to be necessary as that kind of active stage management of combat undermines the the more gamey aspects of D&D that I like: namely that PCs succeed or fail largely because of player skill. In any case these changes in 5.5e make that kind of management harder as clerics will now be incentivized to heal more, which will require DMs to do more damage, which can lead to problems if the PCs don't have a cleric, much like in 3.*e, that don't crop up quite so much in 5e.</p><h4></h4><p></p><p></p><p>This goes into the "bug not feature" file for me. "Fistful of CLW wands" gameplay really made 3.5e less fun for me as once the PCs had enough money to churn out CWL wands HPs stopped being a strategic resource entirely, which made the game a lot less fun.</p><p></p><p></p><p></p><p>No it does not, in part because often in my experience a lot of pre-4e sessions ended with "and now you go back to the town to rest, we'll start the next session completely fresh." The having to heal people right at the start of a day as soon as the cleric got their spells back only cropped up a lot for us during extended overland travel which generally wasn't the norm (at least for me). In any case adding in healing as a part of taking a long rest is impossible to get precise numbers for so I had to Spherical Cow it away.</p></blockquote><p></p>
[QUOTE="Daztur, post: 9448240, member: 55680"] Don't think that's too much of a distinction, all forms of healing work out as extensions of the HP pool, although using spell slots that way has an opportunity cost (can't use the spell slots for other stuff) which Healing Surges don't have. Yes, that's exactly the sort of design I'd like for 5.*e but instead we get a bit of weird hybrid design with vestigial Healing Surges (Hit Dice) hanging off of a more 3.*e healing system without meshing well. Yeah, 5e is a clunky messy compromise in this, but like a lot of other parts of 5e design it ends up holding up better in actual play than you'd expect. Well 5e already has Healing Surges (of a sort) in Hit Dice, just would like to see Hit Dice and healing spells work together under the same overall system instead of being compartmentalized, with something along the lines of mellored's suggestion upthread. As far as getting DMs tools to handle the ebb and flow of combat, I would really prefer for that not to be necessary as that kind of active stage management of combat undermines the the more gamey aspects of D&D that I like: namely that PCs succeed or fail largely because of player skill. In any case these changes in 5.5e make that kind of management harder as clerics will now be incentivized to heal more, which will require DMs to do more damage, which can lead to problems if the PCs don't have a cleric, much like in 3.*e, that don't crop up quite so much in 5e. [HEADING=3][/HEADING] This goes into the "bug not feature" file for me. "Fistful of CLW wands" gameplay really made 3.5e less fun for me as once the PCs had enough money to churn out CWL wands HPs stopped being a strategic resource entirely, which made the game a lot less fun. No it does not, in part because often in my experience a lot of pre-4e sessions ended with "and now you go back to the town to rest, we'll start the next session completely fresh." The having to heal people right at the start of a day as soon as the cleric got their spells back only cropped up a lot for us during extended overland travel which generally wasn't the norm (at least for me). In any case adding in healing as a part of taking a long rest is impossible to get precise numbers for so I had to Spherical Cow it away. [/QUOTE]
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