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Unearthed Arcana: Starter Spells; Plus UA Returning To Monthly & Sage Advice Returning
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<blockquote data-quote="Tony Vargas" data-source="post: 7713345" data-attributes="member: 996"><p>I get that encounter difficulty isn't all that difficult for many groups, and that healing isn't terribly important when you're not being challenged, it becomes more a matter of managing day length than keeping allies fighting or even alive.</p><p></p><p>But healing does provide a critical safety valve to let the party recover a downed PC, or to prevent one from going down in the first place. Without healing options, a party could be subject to a death spiral in which one PC goes down unexpectedly or earlier than expected, reducing the party's strength, which prevents them from downing the next enemy as quickly, which leads to another PC going down from the higher-than-expected enemy aggregate DPR.</p><p></p><p>There are certainly cases where having slots that could be used for healing won't often lead to them being used for healing, though. When you have multiple healers in the party, for instance, or when your 'days' are short/easy enough that you only go through half your HD per day.</p><p></p><p> Cantrips certainly help in that department, but the wizard is still a d6 HD class that isn't typically wearing armor and has a poor choice of weapons. That's never counted for as much, in practice, as the game seems to factor into class designs, but it's there. FWIW.</p><p></p><p> Just a teeny little grain. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7713345, member: 996"] I get that encounter difficulty isn't all that difficult for many groups, and that healing isn't terribly important when you're not being challenged, it becomes more a matter of managing day length than keeping allies fighting or even alive. But healing does provide a critical safety valve to let the party recover a downed PC, or to prevent one from going down in the first place. Without healing options, a party could be subject to a death spiral in which one PC goes down unexpectedly or earlier than expected, reducing the party's strength, which prevents them from downing the next enemy as quickly, which leads to another PC going down from the higher-than-expected enemy aggregate DPR. There are certainly cases where having slots that could be used for healing won't often lead to them being used for healing, though. When you have multiple healers in the party, for instance, or when your 'days' are short/easy enough that you only go through half your HD per day. Cantrips certainly help in that department, but the wizard is still a d6 HD class that isn't typically wearing armor and has a poor choice of weapons. That's never counted for as much, in practice, as the game seems to factor into class designs, but it's there. FWIW. Just a teeny little grain. ;) [/QUOTE]
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