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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: 9449535" data-attributes="member: 55680"><p>I don't think that 5.*e is really designed for nova rest repeat at all (see how much rogues suck in such a scenario). It is true that a lot of people do play the game that way, but I think that that's a problem with the design of 5e not how it was supposed to be.</p><p></p><p>As for motivating people to take more risks and making gold more meaningful, well GP = XP is far and away the best single rule that has ever been invented for D&D.</p><p></p><p></p><p>Rogue sneak attack damage provides a nice baseline when casters run out of spells and have to fall back onto plinking away with cantrips. Rogue sneak attack damage is utter garbage when compared to casters going nova.</p><p></p><p></p><p></p><p>If a bard isn't having their spell slots drained down by a string of combats, then they can run absolute rings around rogues in social and exploration scenes due to having a lot of boosts to spells and then a whole bunch of spell slots on top of that.</p><p></p><p></p><p></p><p>My experience has been different from yours then. For my own personal experiences, the difference between how 5e plays when you have 1-2 encounters per long rest vs. 3-6 was like night and day in terms of how enjoyable it was to play a martial character. Felt like an utter sidekick as a fighter in one long campaign. I did not enjoy that and will try to avoid playing in/running such a campaign in the future.</p><p></p><p></p><p></p><p>Your experience has been very different from mine then. I can only base my own preferences on my own experiences. And I don't think I'm alone here. You had LOTS AND LOTS of people complaining about 5 Minute Adventuring Days in 3.5e and the exact same problems persist in 5e (although concentration does take a little bit of an edge off).</p><p></p><p>Let's do a mental experiment. Let's say that the PCs have bottomless healing potion so they can heal to full as many times as they want. If, under those conditions, you had 1,001 fights between long rests then the rogue would easily outclass the wizard since the wizard would run out of spells and be plinkng away with cantrips while the rogue would keep on trucking forever with sneak attacks. Now take the opposite extreme: a complete 5 Minute Adventuring Day in which the PCs do NOTHING WHATSOEVER except for having one big fight. In that Five Minute Adventuring Day condition the casters could just let loose completely with their most powerful spells and hold nothing back. Under those conditions the casters would EASILY do more damage than the rogue and have a lot more utility on top of that.</p><p></p><p>Now somewhere between the 5 Minute Adventuring Day and the Day of 1,001 Fights you hit the sweet spot where the wizard's spell slots get spread thin enough that they just can keep up with the reliability of sneak attack damage. But that sweet spot sure as hell isn't at three fights per day. Casters just get faaaaaaaaaaaaaaar too many spell slots under those conditions to not be well ahead of rogues and under those conditions rogues would be handicapped much like monks in campaigns where there are no short rests are heavily handicapped. Have I seen people have fun with monks in campaigns with very few/no short rests? Sure. A lot of people don't really keep track of how much damage each character is doing and don't really notice the tactical situation, but that doesn't mean that there isn't a SERIOUS power imbalance in those conditions.</p></blockquote><p></p>
[QUOTE="Daztur, post: 9449535, member: 55680"] I don't think that 5.*e is really designed for nova rest repeat at all (see how much rogues suck in such a scenario). It is true that a lot of people do play the game that way, but I think that that's a problem with the design of 5e not how it was supposed to be. As for motivating people to take more risks and making gold more meaningful, well GP = XP is far and away the best single rule that has ever been invented for D&D. Rogue sneak attack damage provides a nice baseline when casters run out of spells and have to fall back onto plinking away with cantrips. Rogue sneak attack damage is utter garbage when compared to casters going nova. If a bard isn't having their spell slots drained down by a string of combats, then they can run absolute rings around rogues in social and exploration scenes due to having a lot of boosts to spells and then a whole bunch of spell slots on top of that. My experience has been different from yours then. For my own personal experiences, the difference between how 5e plays when you have 1-2 encounters per long rest vs. 3-6 was like night and day in terms of how enjoyable it was to play a martial character. Felt like an utter sidekick as a fighter in one long campaign. I did not enjoy that and will try to avoid playing in/running such a campaign in the future. Your experience has been very different from mine then. I can only base my own preferences on my own experiences. And I don't think I'm alone here. You had LOTS AND LOTS of people complaining about 5 Minute Adventuring Days in 3.5e and the exact same problems persist in 5e (although concentration does take a little bit of an edge off). Let's do a mental experiment. Let's say that the PCs have bottomless healing potion so they can heal to full as many times as they want. If, under those conditions, you had 1,001 fights between long rests then the rogue would easily outclass the wizard since the wizard would run out of spells and be plinkng away with cantrips while the rogue would keep on trucking forever with sneak attacks. Now take the opposite extreme: a complete 5 Minute Adventuring Day in which the PCs do NOTHING WHATSOEVER except for having one big fight. In that Five Minute Adventuring Day condition the casters could just let loose completely with their most powerful spells and hold nothing back. Under those conditions the casters would EASILY do more damage than the rogue and have a lot more utility on top of that. Now somewhere between the 5 Minute Adventuring Day and the Day of 1,001 Fights you hit the sweet spot where the wizard's spell slots get spread thin enough that they just can keep up with the reliability of sneak attack damage. But that sweet spot sure as hell isn't at three fights per day. Casters just get faaaaaaaaaaaaaaar too many spell slots under those conditions to not be well ahead of rogues and under those conditions rogues would be handicapped much like monks in campaigns where there are no short rests are heavily handicapped. Have I seen people have fun with monks in campaigns with very few/no short rests? Sure. A lot of people don't really keep track of how much damage each character is doing and don't really notice the tactical situation, but that doesn't mean that there isn't a SERIOUS power imbalance in those conditions. [/QUOTE]
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