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The Problem with Healing Powercreep
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<blockquote data-quote="Daztur" data-source="post: 9448287" data-attributes="member: 55680"><p>For me my most successful games of 5e as both a player and a DM have been "you're on a boat!" games (pirates, Greek Myth, and Star Wars) as "no long resting except in a friendly port" ended up feeling more natural than a week's rest and it made it feel more natural to swap players in and out depending on who showed up that session when people were in the middle of an "adventuring day" as you could always have whoever didn't show up "be below decks, doing stuff."</p><p></p><p>But yeah, the Five Minute Adventuring Day is something that DMs have to learn to avoid, especially in 3e and 5e.</p><p></p><p></p><p>Yes, that's what I was saying. It's still an attritional challenge, just extended over more than one session and more than one in-game day. I'd rather be able to get through an entire attritional challenge in a single session due to various real-world logistical issues but that's hard to do in 5e and will be harder in 5.5e.</p><p></p><p>Yes, the change makes tactical combat better but at the cost of making strategic resource management drag even more than in 5e. Takes too much real world time to attrition down 5e PCs and will take longer in 5.5e.</p><p></p><p></p><p></p><p>Yes, I like how having a dedicated healer (or a fistful of CLW wands) isn't as utterly essential in 5e as it was in 3.*e, but I feel that this Cure Wounds buff undermines that.</p><p></p><p></p><p></p><p>Yeah, all of that can be annoying for exactly the reasons you touched on. I really like 4e healing surges as a solution to that...except for how 4e gave people WAY too many healing surges. Healing should be more of a precious resource, not such a deep well that you can refill your PCs HPs from death's door multiple times over in a single day, that just makes it take too damn long to drain off a PC's resources.</p></blockquote><p></p>
[QUOTE="Daztur, post: 9448287, member: 55680"] For me my most successful games of 5e as both a player and a DM have been "you're on a boat!" games (pirates, Greek Myth, and Star Wars) as "no long resting except in a friendly port" ended up feeling more natural than a week's rest and it made it feel more natural to swap players in and out depending on who showed up that session when people were in the middle of an "adventuring day" as you could always have whoever didn't show up "be below decks, doing stuff." But yeah, the Five Minute Adventuring Day is something that DMs have to learn to avoid, especially in 3e and 5e. Yes, that's what I was saying. It's still an attritional challenge, just extended over more than one session and more than one in-game day. I'd rather be able to get through an entire attritional challenge in a single session due to various real-world logistical issues but that's hard to do in 5e and will be harder in 5.5e. Yes, the change makes tactical combat better but at the cost of making strategic resource management drag even more than in 5e. Takes too much real world time to attrition down 5e PCs and will take longer in 5.5e. Yes, I like how having a dedicated healer (or a fistful of CLW wands) isn't as utterly essential in 5e as it was in 3.*e, but I feel that this Cure Wounds buff undermines that. Yeah, all of that can be annoying for exactly the reasons you touched on. I really like 4e healing surges as a solution to that...except for how 4e gave people WAY too many healing surges. Healing should be more of a precious resource, not such a deep well that you can refill your PCs HPs from death's door multiple times over in a single day, that just makes it take too damn long to drain off a PC's resources. [/QUOTE]
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