Garthanos
Arcadian Knight
Hit points != WoundsThose of you who are used to older editions, what justification to you use for nightly healing?
intro long pointless discussion 3 ... 2 ... 1
Hit points != WoundsThose of you who are used to older editions, what justification to you use for nightly healing?
Rod of Resurrection in the clerics hip holster too was mandatory.AD&D Cleric spell list, near mandatory:
1st level: Cure Light Wounds x4
2nd level: Slow Poison x4
3rd level: Dispel Magic x2, Prayer
4th level: Cure Serious Wounds x2
5th level: Raise Dead
.......
Unfair to whom.... the DM LOLWe play the NPCs/monsters heal just as PCs do. Seems unfair to do otherwise IMO, but to each their own.
Yep. And the NPCs that a player might be handling for the PCs. What about henchmen or retainers? Saying they are laid up for weeks while the PCs can go merrily about breaks realism for me.Unfair to whom.... the DM LOL
Well said! Hazzah!So this is something which can be both true, and controversial. It is indisputably true that PCs, by being PCs (and thus player controlled) are different than NPCs. It is also indisputably true that for reasons of efficiency (that the narrative spotlight focuses on what PCs are doing, and that the DM is not a supercomputer continually updating the world around the PCs to account for things that the PCs aren't doing, and aren't otherwise important to the PCs) the narrative story will revolve around PCs, and that more care will be taken to account for things that impact the PCs than those things that do not impact the PCs.
And yet, this can also be a controversial statement, because the concept behind it is can also encapsulate the difference between certain different styles of gaming.
For example, some tables prefer that PCs are, for lack of a better phrase, just the same as everyone else. The reason that they become better, become renowned, become "heroes" (or anti-heroes, or retire to their keep) is because of a combination of grit, luck, and (perhaps) skilled play where failure is marked, sometimes often, by death - which is understandable, because PCs are just like everyone else, and adventuring is risky.
Other tables prefer that the PCs are predestined to be heroes; the adventures are basically a set of scenes that the PC will (most likely) triumph in with the dramatic stakes set not by ultimate failure (permanent death, TPK) but by relative failure (moral dilemmas, failure to achieve goals, etc.). Why play a fantasy RPG if you aren't playing a fantasy hero, or a character that you enjoy (which implies, more often than not, triumph)?
There really isn't a wrong way to approach this, but they are different approaches. That said, they often shade into one another. The issue with more gritty and realistic healing is that it can require more downtime, more PC death, and (for some people) less fun. Which is why you often would see people in the past try to find ways around the healing rules; for example, through healbots (Clerics) or CLW Wands (3e) or various other means.
The disconnect comes when you get to standard 5e rules which incorporate this type of waiver into the basic ruleset. Healing as a spell or as an ability is no longer prized or an issue in the game; seriously, when was the last time someone mentioned the Paladin's or the Monk's healing as a bonus? They don't, because healing is so baked into the rules (between healing as hit dice, healing from rest, healing from good berries and low-level spells, and death saves that keep you from dying etc.) that healing doesn't matter in the least as a ribbon ability for classes.
Which is ... okay. For those that like it. It very much fits into the ethos of 5e overall. Instead of worrying about persnickety resting, and downtime, or (in 3e) CLW Wands and the like, it just kinda makes it easy for everyone.
But to answer the OP- for those who came from an older style of play, it is very noticeable and kind of annoying. It is probably the single weirdest aspect of 5e - it (along with the generous death saves) creates the "whack a mole" combats. That said, it's understandable. Different people will have different desires, and the issue of healing/adventuring is one that has long been an issue in D&D, and has resulted in numerous houserulings. The main difference is that in the past, the houserulings were to make healing more generous; now, you would have to make a ruling to make it less generous.
Unfair to the DM is the most silly thing I have heard in the last few minutes and I was on facebook in a group actively opposing pseudoscientific nonsense so that is saying something.Yep.
Yeh you can put as many adversaries in the game but its soooooo unfair to you when one is out of the picture for a while I weep for you, I really do.If the "good guys" get cheap and easy healing, so do the "bad" guys in my games. You don't want a game that is actually a challenge, don't sit at my table.