**cough**healing surges**cough**
The shift of healing resources from spells and magic items to characters was in no way 'hit point inflation.' Now, if you want to go into 'healing inflation' we can, again, look to 3e (and the WoCLW) for the high point of the trend, rather than 5e.
indeed, that was a common misconcept of 4e. The world did not suddenly level up with you, but you go to places where you find those challenges.
Not a subtle distinction, but somehow hard to miss.
But then there were checks that directly leveled with your own character level and not with your target's.
And then you had the half level bonus which on its own was not that bad, except the fact that it added to the wrong checks.
I am not familiar with the details of those misconceptions.
Two things here:
* Hit points as an attritional model
* Hit points as how you survive individual encounters.
They've always been primarily the second. The attrition model was mostly about the renewable resource of daily spells, augmented by consumables. Hit points came into it in that you needed spells to heal, so taking too much damage was a drain on spell resources. The exact dynamics varied with edition.
In AD&D, both matter. From 3E onwards, the attritional aspect of hit points is much reduced. Why? The availability of wands of cure light wounds. Healing surges and healing overnight exist precisely because of those wands.
Er.... OK. Not worth quibbling over.
Wand of Cure Light Wounds in 3E > = HD in 5e
Spell (limited resource) attrition still matters; more in 5E and 3E than 4E.
Which is why we're back to 'ubiquitous magic...' The game 'needs' 4 or 5 different classes with Cure Wounds &c on their lists.
**cough**healing surges**cough**
The shift of healing resources from spells and magic items to characters was in no way 'hit point inflation.' Now, if you want to go into 'healing inflation' we can, again, look to 3e (and the WoCLW) for the high point of the trend, rather than 5e.
indeed, that was a common misconcept of 4e. The world did not suddenly level up with you, but you go to places where you find those challenges.
Not a subtle distinction, but somehow hard to miss.
But then there were checks that directly leveled with your own character level and not with your target's.
And then you had the half level bonus which on its own was not that bad, except the fact that it added to the wrong checks.
I am not familiar with the details of those misconceptions.
Two things here:
* Hit points as an attritional model
* Hit points as how you survive individual encounters.
They've always been primarily the second. The attrition model was mostly about the renewable resource of daily spells, augmented by consumables. Hit points came into it in that you needed spells to heal, so taking too much damage was a drain on spell resources. The exact dynamics varied with edition.
In AD&D, both matter. From 3E onwards, the attritional aspect of hit points is much reduced. Why? The availability of wands of cure light wounds. Healing surges and healing overnight exist precisely because of those wands.
Er.... OK. Not worth quibbling over.
Multiple WoCLW/LV > Healing Surges > HD
Spell (limited resource) attrition still matters; more in 5E and 3E than 4E.
Which is why we're back to 'ubiquitous magic...' The game 'needs' 4 or 5 different classes with Cure Wounds &c on their lists.