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Community
General Tabletop Discussion
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Those who come from earlier editions, why are you okay with 5E healing (or are you)?
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<blockquote data-quote="Helldritch" data-source="post: 7883088" data-attributes="member: 6855114"><p>Hell no!</p><p></p><p></p><p>Ok, a more articulate answer might be required here. The goal in a lower rate of healing such as I am doing (that is no hp recover unless you spend HD) is not to make the healer a heal bot. It is to force players to think, to plan, to be better adventurers. Having no healers in my game is a choice that has been made quite often and the players were all about not getting so hurt that they would've to spend all their HD. Healing kit, potions and salves were bought without a second thought. Skills like alchemy, herbalist and medicine becomes much more important all of a sudden.</p><p></p><p>Doing things the way I DM them, makes magical healing something special but not ultimately obligatory. The healer can do something other than healing in combat. A life cleric is nice, but so is a light cleric. "<em>Wow! The cleric's fireball was right on spot guys!" </em>Even the trickery cleric can add a lot of thing beside healing. And yet, when a player heals another one, the other players know that the cleric/healer has sacrificed something of his versatility for the group. The healer is there not only to heal, but to bring other skills and powers to the group.</p><p></p><p>If healing becomes as trivial as having a good night's sleep; magical healing is no longer impressive. Why bring a healer then? A healer has its place in a group. He should not be trapped in a healbot role that some previous editions were forcing him into. 5ed gives healing classes more options than ever to do something else. But magical healing should still be something marvelous, incredible and awe inspiring. Not something too trivial.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 7883088, member: 6855114"] Hell no! Ok, a more articulate answer might be required here. The goal in a lower rate of healing such as I am doing (that is no hp recover unless you spend HD) is not to make the healer a heal bot. It is to force players to think, to plan, to be better adventurers. Having no healers in my game is a choice that has been made quite often and the players were all about not getting so hurt that they would've to spend all their HD. Healing kit, potions and salves were bought without a second thought. Skills like alchemy, herbalist and medicine becomes much more important all of a sudden. Doing things the way I DM them, makes magical healing something special but not ultimately obligatory. The healer can do something other than healing in combat. A life cleric is nice, but so is a light cleric. "[I]Wow! The cleric's fireball was right on spot guys!" [/I]Even the trickery cleric can add a lot of thing beside healing. And yet, when a player heals another one, the other players know that the cleric/healer has sacrificed something of his versatility for the group. The healer is there not only to heal, but to bring other skills and powers to the group. If healing becomes as trivial as having a good night's sleep; magical healing is no longer impressive. Why bring a healer then? A healer has its place in a group. He should not be trapped in a healbot role that some previous editions were forcing him into. 5ed gives healing classes more options than ever to do something else. But magical healing should still be something marvelous, incredible and awe inspiring. Not something too trivial. [/QUOTE]
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Community
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Those who come from earlier editions, why are you okay with 5E healing (or are you)?
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