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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: 9448828" data-attributes="member: 55680"><p>Thanks! For Healing Surges vs. tying healing to Hit Dice they're basically the same thing in terms of what they do to a game. The main difference is that 4e healing surges were REALLY generous.</p><p></p><p></p><p></p><p>Yup and I don't really mind tactical healing getting buffed since healing in 5e was such a bad newbie trap. I'm just worried about the strategic implications of buffing tactical healing. I don't mind PCs pumping out a lot of healing in a ROUND I'm more worried about them pumping out a lot of healing in a DAY. You can have powerful smashy healing spells that are well worth casting in combat without a deep deep well of strategic healing that allows PCs to get healing from KOed to full over and over and over during on adventuring day.</p><p></p><p></p><p></p><p>Yeah, I'm interested in seeing where the 5.5e meta lands as I don't think we've seen it yet as (like you say) a lot of 5.5e PCs can plow through 5e monsters so what sort of gameplay starts to predominate when 5.5e PCs start to regularly fight (presumably strongly) 5.5e monsters hasn't really been hashed out yet. I think the new meta will involve more healing and I'm starting to worry that we'll go back to the "who's going to roll up a healer this campaign" issue that was such a pain in some older editions, that wasn't such a thing in 5e.</p><p></p><p></p><p></p><p>As much as I prefer attritional play myself I can clearly see that most players are moving away from that and WotC should cater to them not to me. There are some issues (like with me hating the 5.5e version of Command where I'm willing to scream into the wind that I'm right if 99% of people disagree with me) but this isn't one of them.</p><p></p><p>But there's a problem. <strong>A BIG PROBLEM</strong>. Basically I completely disagree with what you say here:</p><p></p><p></p><p></p><p>In my experience 5e doesn't work well with adventuring days build around fewer encounters. The main problems I've seen crop up again and Again and AGAIN:</p><p>1. It completely destroys any semblance of balance. For example rogues are already below par in 5e and arguably the weakest class in 5.5e (due to the monk buff) and if you have only a few encounters then rogues become faaaaaaaaaaar weaker than the rest of the party. Rogues can be decent if they're still trucking along fine while the wizard is limping along pinging away with cantrips but if they have to compare to sorcerers going full nova every encounter? They're dead weight. It sucks to be dead weight. 5.*e fundamentally isn't balanced for few encounters per long rest.</p><p></p><p>2. It makes fights take too long. If you have fewer fights then to challenge the PCs to tend to need bigger smashier fights. Having a single fight that goes on and on and on and on makes me bored. Now with the PCs having much better in-combat healing, 5.5e big fights will presumably take longer. Now I don't mind a big climactic fight at the end of an arc, but having that be the default is prettying trying.</p><p></p><p>3. It pushes players towards prioritizing cookie cutter nova strategies. Start every fight with your big gun concentration spell, etc. etc. Some of these nova strategies have been taken off the table (for paladins especially) but I'm sure people will find others.</p><p></p><p>4. If you have fewer bigger battles the casters simply don't have enough rounds to use all of their spells in combat, which means that they can use a LOT more spells out combat. I played in some more social/investigative adventures and the sheer amount of muscle that casters could bring to out of combat problems when they didn't have fights draining away their spell slots made it really dispiriting to play a fighter.</p><p></p><p>Overall, I HATED how bad class balance got in 3.5e and liked how the classes were less unbalanced in 5e, but if you have really few fights then casters stomp on everyone's faces.</p></blockquote><p></p>
[QUOTE="Daztur, post: 9448828, member: 55680"] Thanks! For Healing Surges vs. tying healing to Hit Dice they're basically the same thing in terms of what they do to a game. The main difference is that 4e healing surges were REALLY generous. Yup and I don't really mind tactical healing getting buffed since healing in 5e was such a bad newbie trap. I'm just worried about the strategic implications of buffing tactical healing. I don't mind PCs pumping out a lot of healing in a ROUND I'm more worried about them pumping out a lot of healing in a DAY. You can have powerful smashy healing spells that are well worth casting in combat without a deep deep well of strategic healing that allows PCs to get healing from KOed to full over and over and over during on adventuring day. Yeah, I'm interested in seeing where the 5.5e meta lands as I don't think we've seen it yet as (like you say) a lot of 5.5e PCs can plow through 5e monsters so what sort of gameplay starts to predominate when 5.5e PCs start to regularly fight (presumably strongly) 5.5e monsters hasn't really been hashed out yet. I think the new meta will involve more healing and I'm starting to worry that we'll go back to the "who's going to roll up a healer this campaign" issue that was such a pain in some older editions, that wasn't such a thing in 5e. As much as I prefer attritional play myself I can clearly see that most players are moving away from that and WotC should cater to them not to me. There are some issues (like with me hating the 5.5e version of Command where I'm willing to scream into the wind that I'm right if 99% of people disagree with me) but this isn't one of them. But there's a problem. [B]A BIG PROBLEM[/B]. Basically I completely disagree with what you say here: In my experience 5e doesn't work well with adventuring days build around fewer encounters. The main problems I've seen crop up again and Again and AGAIN: 1. It completely destroys any semblance of balance. For example rogues are already below par in 5e and arguably the weakest class in 5.5e (due to the monk buff) and if you have only a few encounters then rogues become faaaaaaaaaaar weaker than the rest of the party. Rogues can be decent if they're still trucking along fine while the wizard is limping along pinging away with cantrips but if they have to compare to sorcerers going full nova every encounter? They're dead weight. It sucks to be dead weight. 5.*e fundamentally isn't balanced for few encounters per long rest. 2. It makes fights take too long. If you have fewer fights then to challenge the PCs to tend to need bigger smashier fights. Having a single fight that goes on and on and on and on makes me bored. Now with the PCs having much better in-combat healing, 5.5e big fights will presumably take longer. Now I don't mind a big climactic fight at the end of an arc, but having that be the default is prettying trying. 3. It pushes players towards prioritizing cookie cutter nova strategies. Start every fight with your big gun concentration spell, etc. etc. Some of these nova strategies have been taken off the table (for paladins especially) but I'm sure people will find others. 4. If you have fewer bigger battles the casters simply don't have enough rounds to use all of their spells in combat, which means that they can use a LOT more spells out combat. I played in some more social/investigative adventures and the sheer amount of muscle that casters could bring to out of combat problems when they didn't have fights draining away their spell slots made it really dispiriting to play a fighter. Overall, I HATED how bad class balance got in 3.5e and liked how the classes were less unbalanced in 5e, but if you have really few fights then casters stomp on everyone's faces. [/QUOTE]
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