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What 5e got wrong
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<blockquote data-quote="I'm A Banana" data-source="post: 6797177" data-attributes="member: 2067"><p>Yeah, I minimized them because they're strictly "optional," but if you opt-in, there's even more support for non-casters.</p><p></p><p></p><p>I don't agree. I think they could cope well with being surprised or having a few PC's drop. That's what short rests are for! (and minimizing the chance that this would happen is what you have two rogues for! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ) They've also got some of the highest AC's and HP totals in the game and the potential for amazing Dex bonuses, mitigating the effects of surprise. The party would need to be comfortable with falling back and playing cautiously when they stumble, and smart strategy would go a long way, but they could take a few flubs on the chin and be fine. </p><p></p><p></p><p>I'd dispute this point. Healing potions can be made with herbalism kits and are on the standard equipment list. They're no more necessarily "magical" than antitoxins. </p><p></p><p></p><p>It would if she could do no other things well enough to be useful or viable, but 5e is designed so that every character can be useful and viable in any role (even if it's a bare minimum provided by an item or an action in combat). Bounded accuracy follows through with 4e's philosophy of having broadly competent characters that almost always have some chance to succeed on what they try to do and they don't need to constantly chase an escalating target number to do that. </p><p></p><p></p><p></p><p>It's the latter bit that is the important one. 5e is designed so that in-combat healing isn't a vital element, and quick combats are part of that design. Slower combats make in-combat healing more important - and even there, an herbalism kit and some healing potions sets you up to adequately restore actions to downed characters (which is the ultimate purpose of in-combat healing).</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6797177, member: 2067"] Yeah, I minimized them because they're strictly "optional," but if you opt-in, there's even more support for non-casters. I don't agree. I think they could cope well with being surprised or having a few PC's drop. That's what short rests are for! (and minimizing the chance that this would happen is what you have two rogues for! :) ) They've also got some of the highest AC's and HP totals in the game and the potential for amazing Dex bonuses, mitigating the effects of surprise. The party would need to be comfortable with falling back and playing cautiously when they stumble, and smart strategy would go a long way, but they could take a few flubs on the chin and be fine. I'd dispute this point. Healing potions can be made with herbalism kits and are on the standard equipment list. They're no more necessarily "magical" than antitoxins. It would if she could do no other things well enough to be useful or viable, but 5e is designed so that every character can be useful and viable in any role (even if it's a bare minimum provided by an item or an action in combat). Bounded accuracy follows through with 4e's philosophy of having broadly competent characters that almost always have some chance to succeed on what they try to do and they don't need to constantly chase an escalating target number to do that. It's the latter bit that is the important one. 5e is designed so that in-combat healing isn't a vital element, and quick combats are part of that design. Slower combats make in-combat healing more important - and even there, an herbalism kit and some healing potions sets you up to adequately restore actions to downed characters (which is the ultimate purpose of in-combat healing). [/QUOTE]
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