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<blockquote data-quote="DWChancellor" data-source="post: 7836129" data-attributes="member: 96184"><p>I rather think they understood 4E perfectly. How much you want to bet there's an interview with 5E designers discussing how and why they designed healing in 5E with reference to 4E? The point of HD was to make magic healing less necessary for all campaigns and DM styles since you had access to reasonable between-encounter healing (but not unlimited!) Yes, other reasons too.</p><p></p><p>A big draw for me is that clerics could be a little looser in using spells for damage or utility since they wouldn't have to reserve all their spells to "top up" after each encounter. I also liked 4E's approach but that whole system is just very different. Burned out hard on 4E since it got to be so messy for high level PCs with tons of sort-of-the-same powers and trinkets.</p><p></p><p>I agree that Life Clerics are so "good" in terms of daily healing that it overwhelms the HD system and puts RAW D&D on easy mode. I've played and DM'd with and without Life Clerics and it makes a huge difference. As a DM I see it as part of the design challenge of DM'ing though and am more than happy to adjust the structure of my games to the parties. A big benefit of home games over organized play (etc.)</p><p></p><p>-- Either way this discussion goes a long way to putting healing and healing capacity at the heart of rearranging the "feel" of D&D and how PCs respond to or avoid combat situations. Making healing use HD, for example, HUGE difference and easy! </p><p></p><p>Adventures in Middle Earth (AIME) does something like this with a lot of healing using up HD and it really moves the whole 5E-based game's feeling towards what I think this thread is looking for.</p><p></p><p>ps - Anyone who LOVES DM'ing and wants to mod 5E should definitely read AIME. Terrific toolbox. It goes up on Humble Bundle every once in a while too.</p></blockquote><p></p>
[QUOTE="DWChancellor, post: 7836129, member: 96184"] I rather think they understood 4E perfectly. How much you want to bet there's an interview with 5E designers discussing how and why they designed healing in 5E with reference to 4E? The point of HD was to make magic healing less necessary for all campaigns and DM styles since you had access to reasonable between-encounter healing (but not unlimited!) Yes, other reasons too. A big draw for me is that clerics could be a little looser in using spells for damage or utility since they wouldn't have to reserve all their spells to "top up" after each encounter. I also liked 4E's approach but that whole system is just very different. Burned out hard on 4E since it got to be so messy for high level PCs with tons of sort-of-the-same powers and trinkets. I agree that Life Clerics are so "good" in terms of daily healing that it overwhelms the HD system and puts RAW D&D on easy mode. I've played and DM'd with and without Life Clerics and it makes a huge difference. As a DM I see it as part of the design challenge of DM'ing though and am more than happy to adjust the structure of my games to the parties. A big benefit of home games over organized play (etc.) -- Either way this discussion goes a long way to putting healing and healing capacity at the heart of rearranging the "feel" of D&D and how PCs respond to or avoid combat situations. Making healing use HD, for example, HUGE difference and easy! Adventures in Middle Earth (AIME) does something like this with a lot of healing using up HD and it really moves the whole 5E-based game's feeling towards what I think this thread is looking for. ps - Anyone who LOVES DM'ing and wants to mod 5E should definitely read AIME. Terrific toolbox. It goes up on Humble Bundle every once in a while too. [/QUOTE]
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