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General Tabletop Discussion
*Dungeons & Dragons
The Problem with Healing Powercreep
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<blockquote data-quote="evilbob" data-source="post: 9448290" data-attributes="member: 9789"><p>I don't mean to be reductive, but I feel like this is the crux of your argument. Which is a completely fair point! But it's also subjective.</p><p></p><p>Counterpoint: I like that healing is getting buffed because it allows for a different style of play: where people who enjoy support roles can feel like they made a direct, impactful difference in battle.</p><p></p><p>Another counterpoint: my personal opinion is that historically, the combat pillar is given too much weight by every facet of D&D: the rules, the playtime, the focus, the maths. I also personally do not enjoy a slow, grinding slog through long dungeons where resource management is king (but I do not judge people who do!). I suspect, based on how video games have evolved (which I only use as a comparison since so many of them steal from D&D and they iterate faster), that this style has become less common; battles have become more like flashpoints, while exploration and role-play have been given more weight. Your original point - please correct me if I'm wrong - is that healing buffs tend to emphasize having fewer battles and downplay resource management. I agree! But I think this trend is following what is generally becoming more popular, and perhaps more expected. I think this is a good thing, because I think less experienced players will expect D&D to work this way; it may be more intuitive to them. And I think more experienced players - such as ourselves - have greater tools in their tool belt for correcting the core tenants of the game to make it more like the style we enjoy.</p></blockquote><p></p>
[QUOTE="evilbob, post: 9448290, member: 9789"] I don't mean to be reductive, but I feel like this is the crux of your argument. Which is a completely fair point! But it's also subjective. Counterpoint: I like that healing is getting buffed because it allows for a different style of play: where people who enjoy support roles can feel like they made a direct, impactful difference in battle. Another counterpoint: my personal opinion is that historically, the combat pillar is given too much weight by every facet of D&D: the rules, the playtime, the focus, the maths. I also personally do not enjoy a slow, grinding slog through long dungeons where resource management is king (but I do not judge people who do!). I suspect, based on how video games have evolved (which I only use as a comparison since so many of them steal from D&D and they iterate faster), that this style has become less common; battles have become more like flashpoints, while exploration and role-play have been given more weight. Your original point - please correct me if I'm wrong - is that healing buffs tend to emphasize having fewer battles and downplay resource management. I agree! But I think this trend is following what is generally becoming more popular, and perhaps more expected. I think this is a good thing, because I think less experienced players will expect D&D to work this way; it may be more intuitive to them. And I think more experienced players - such as ourselves - have greater tools in their tool belt for correcting the core tenants of the game to make it more like the style we enjoy. [/QUOTE]
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