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To Heal or Not to Heal
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<blockquote data-quote="Minigiant" data-source="post: 5874371" data-attributes="member: 63508"><p>Overall I want 5E to enhance and support all of D&D's defensive strategies.</p><p></p><p>That way healing is neither required nor placed in arguable places.</p><p></p><p>Healing Hit points Strategy: Recovering HP lost</p><p></p><ul> <li data-xf-list-type="ul">Divine Magic</li> <li data-xf-list-type="ul">Druidic/Primal Magic</li> <li data-xf-list-type="ul">Rest</li> <li data-xf-list-type="ul">First Aid</li> <li data-xf-list-type="ul">Healing Potions</li> </ul><p>Damage Avoidance: Not taking any HP damage for an attack</p><p></p><ul> <li data-xf-list-type="ul">Armor and Shield based AC</li> <li data-xf-list-type="ul">High Ability score based AC</li> <li data-xf-list-type="ul">Evasion</li> <li data-xf-list-type="ul">AC boosting spells</li> </ul><p>Damage Reduction and Resistances: Lowering the damage taken to reduce HP emergencies</p><p></p><ul> <li data-xf-list-type="ul"> Class Based DR</li> <li data-xf-list-type="ul">Resist Spells</li> <li data-xf-list-type="ul">Resist Potions</li> </ul><p>Temporary Hit Points: Using buff to avoid actually HP loss</p><p></p><ul> <li data-xf-list-type="ul">Morale based class abilities</li> <li data-xf-list-type="ul">Protection spells</li> <li data-xf-list-type="ul">Protection Potions</li> </ul><p></p><p></p><p>This way you never <em>have </em>to use the "fight and heal" defense. You can drop the cleric and bring a bard or warlord to use morale buffs to double everyone's HP. Or bring a lout of heavies and rarely take damage in the first place.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 5874371, member: 63508"] Overall I want 5E to enhance and support all of D&D's defensive strategies. That way healing is neither required nor placed in arguable places. Healing Hit points Strategy: Recovering HP lost [LIST] [*]Divine Magic [*]Druidic/Primal Magic [*]Rest [*]First Aid [*]Healing Potions [/LIST] Damage Avoidance: Not taking any HP damage for an attack [LIST] [*]Armor and Shield based AC [*]High Ability score based AC [*]Evasion [*]AC boosting spells [/LIST] Damage Reduction and Resistances: Lowering the damage taken to reduce HP emergencies [LIST] [*] Class Based DR [*]Resist Spells [*]Resist Potions [/LIST] Temporary Hit Points: Using buff to avoid actually HP loss [LIST] [*]Morale based class abilities [*]Protection spells [*]Protection Potions [/LIST] This way you never [I]have [/I]to use the "fight and heal" defense. You can drop the cleric and bring a bard or warlord to use morale buffs to double everyone's HP. Or bring a lout of heavies and rarely take damage in the first place. [/QUOTE]
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