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Community
General Tabletop Discussion
*Dungeons & Dragons
Too Much Healing Going On?
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<blockquote data-quote="DEFCON 1" data-source="post: 8035955" data-attributes="member: 7006"><p>Yes, there absolutely can be too much healing (depending on how you build encounters and run combats).</p><p></p><p>I sincerely believe monster design is built around a party of 4 Basic Rules PCs (with one of them being a Cleric with healing.) As soon as you add in more PCs above 4 or more classes that can do healing, the ability to challenge the group by using monsters straight from the MM without adjustment is made much more difficult. You either need to throw monsters with much higher CRs (thereby throwing off the narrative aspects of the campaign with lower-level PCs facing off against traditionally more powerful monsters really early in the game)... or you need to put so many enemies on the battlefield that it just extends combats longer and longer with so much hit point attrition to go through.</p><p></p><p>I have been running tables with 7 players for years now, and there are always at least three (if not more) characters that can heal during a fight, and always at least one person "free" each round to go over and stabilize a downed PC should that ever be necessary. If there are only 4 PCs in the party, someone stabilizing a downed PC means that <em>half</em> the group is currently not fighting and dealing with the enemies. With 7 though? A downed PC and another one running triage means there are still 5 fully-functioning characters on the table handling the enemies as they come (one of which is probably a raging Barbarian taking only half damage a lot of the time, and another being an armored tank with a high AC that is rarely getting hit). Trying to challenge that kind of group to make them feel occasionally worried requires me to basically add extra monsters, give them more multiattacks each round, adding 2-4 more damage dice to each successful hit, and then stringing together several encounters in a row giving them little time in between.</p><p></p><p>It's doable of course... but it is certainly a bit noticeable when once the PCs hit 5th level and three to five of them gain Extra Attack that suddenly the monsters jump up in power all in an effort to cause a bit of threat before they get decimated under the sheer volume of PCs attacks generated each round.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8035955, member: 7006"] Yes, there absolutely can be too much healing (depending on how you build encounters and run combats). I sincerely believe monster design is built around a party of 4 Basic Rules PCs (with one of them being a Cleric with healing.) As soon as you add in more PCs above 4 or more classes that can do healing, the ability to challenge the group by using monsters straight from the MM without adjustment is made much more difficult. You either need to throw monsters with much higher CRs (thereby throwing off the narrative aspects of the campaign with lower-level PCs facing off against traditionally more powerful monsters really early in the game)... or you need to put so many enemies on the battlefield that it just extends combats longer and longer with so much hit point attrition to go through. I have been running tables with 7 players for years now, and there are always at least three (if not more) characters that can heal during a fight, and always at least one person "free" each round to go over and stabilize a downed PC should that ever be necessary. If there are only 4 PCs in the party, someone stabilizing a downed PC means that [I]half[/I] the group is currently not fighting and dealing with the enemies. With 7 though? A downed PC and another one running triage means there are still 5 fully-functioning characters on the table handling the enemies as they come (one of which is probably a raging Barbarian taking only half damage a lot of the time, and another being an armored tank with a high AC that is rarely getting hit). Trying to challenge that kind of group to make them feel occasionally worried requires me to basically add extra monsters, give them more multiattacks each round, adding 2-4 more damage dice to each successful hit, and then stringing together several encounters in a row giving them little time in between. It's doable of course... but it is certainly a bit noticeable when once the PCs hit 5th level and three to five of them gain Extra Attack that suddenly the monsters jump up in power all in an effort to cause a bit of threat before they get decimated under the sheer volume of PCs attacks generated each round. [/QUOTE]
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Too Much Healing Going On?
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