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General Tabletop Discussion
*Dungeons & Dragons
Those who come from earlier editions, why are you okay with 5E healing (or are you)?
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<blockquote data-quote="toucanbuzz" data-source="post: 7878947" data-attributes="member: 19270"><p>AD&D Cleric spell list, near mandatory:</p><p></p><p>1st level: Cure Light Wounds x4</p><p>2nd level: Slow Poison x4</p><p>3rd level: Dispel Magic x2, Prayer</p><p>4th level: Cure Serious Wounds x2</p><p>5th level: Raise Dead</p><p></p><p>In 3rd edition, a <em>Wand of Cure Light Wounds (50 charges)</em> was standard, required equipment. </p><p></p><p>The game has always been rigged towards keeping the adventure going rather than waiting weeks between adventures. In AD&D, this meant playing a cleric could suck as you're a heal-bot. In 3rd edition, they tried to help clerics out. In all editions, you get beat up by giants, dragons, or simply the local peasants, and there's some mechanism to say you're fine the next day. So, D&D isn't really far off from prior editions in that. They're just more forward about it.</p><p></p><p>However, D&D is all about letting you make the game the way you want it. If you want gritty realism, there it is. For our group, we're having a lot of fun using a homebrew "vitality" system that replaces death saves with a small pool of vitality points that represent the actual damage the body can take once your luck runs out. This makes hit points abstract (they represent the ability to mitigate actual harm, and you get better at this over time as you get more experienced; it does not mean the human body can survive being stabbed 11 times by a sword or even being hit once by a giant's iron mace). Vitality heals very slowly, making reaching 0hp a real danger if you've been close before. It's my solution to healing and defining hit points.</p></blockquote><p></p>
[QUOTE="toucanbuzz, post: 7878947, member: 19270"] 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 In 3rd edition, a [I]Wand of Cure Light Wounds (50 charges)[/I] was standard, required equipment. The game has always been rigged towards keeping the adventure going rather than waiting weeks between adventures. In AD&D, this meant playing a cleric could suck as you're a heal-bot. In 3rd edition, they tried to help clerics out. In all editions, you get beat up by giants, dragons, or simply the local peasants, and there's some mechanism to say you're fine the next day. So, D&D isn't really far off from prior editions in that. They're just more forward about it. However, D&D is all about letting you make the game the way you want it. If you want gritty realism, there it is. For our group, we're having a lot of fun using a homebrew "vitality" system that replaces death saves with a small pool of vitality points that represent the actual damage the body can take once your luck runs out. This makes hit points abstract (they represent the ability to mitigate actual harm, and you get better at this over time as you get more experienced; it does not mean the human body can survive being stabbed 11 times by a sword or even being hit once by a giant's iron mace). Vitality heals very slowly, making reaching 0hp a real danger if you've been close before. It's my solution to healing and defining hit points. [/QUOTE]
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Those who come from earlier editions, why are you okay with 5E healing (or are you)?
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