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The Problem with Healing Powercreep
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<blockquote data-quote="Daztur" data-source="post: 9448298" data-attributes="member: 55680"><p>Of course.</p><p></p><p>My more objective issue is that 5e has both slow combat (relative to TSR-D&D) and doesn't work well unless you have a lot of encounters per long rest.</p><p></p><p>This means that often you can't end a session with a long rest which is a real pain for me for real world logistical concerns. If your player roster shifts every week because of real life it's soooooo convenient to end a session with a long rest.</p><p></p><p></p><p>Agreed, which is why I think the "let Cure Wounds stay buffed but make it cost Hit Dice" is a good compromise between tactical and strategic concerns.</p><p></p><p></p><p></p><p>I also do not like slow grinds or a focus on combat, I like fast-paced hijinks, which is why I like combat that is fast to resolve.</p><p></p><p></p><p></p><p>Those are fine goals, but I don't see 5.5e hitting those goals. Having a whole slew of combat encounters per adventure is an assumption baked into the design in 5e and nothing in 5.5e moves away from that. To have a less combat focused game, D&D needs to be set up so that things work better with few fights, which seemed to be the case in the very first playtests of 5e.</p></blockquote><p></p>
[QUOTE="Daztur, post: 9448298, member: 55680"] Of course. My more objective issue is that 5e has both slow combat (relative to TSR-D&D) and doesn't work well unless you have a lot of encounters per long rest. This means that often you can't end a session with a long rest which is a real pain for me for real world logistical concerns. If your player roster shifts every week because of real life it's soooooo convenient to end a session with a long rest. Agreed, which is why I think the "let Cure Wounds stay buffed but make it cost Hit Dice" is a good compromise between tactical and strategic concerns. I also do not like slow grinds or a focus on combat, I like fast-paced hijinks, which is why I like combat that is fast to resolve. Those are fine goals, but I don't see 5.5e hitting those goals. Having a whole slew of combat encounters per adventure is an assumption baked into the design in 5e and nothing in 5.5e moves away from that. To have a less combat focused game, D&D needs to be set up so that things work better with few fights, which seemed to be the case in the very first playtests of 5e. [/QUOTE]
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