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Why my friends hate talking to me about 5e.
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<blockquote data-quote="EzekielRaiden" data-source="post: 8686515" data-attributes="member: 6790260"><p>It's not the fault of death saves and "yo-yo" healing as you put it. It's the fault of 5e's healing and rest design. 4e had exactly the same rules regarding healing (all healing restores from 0) and also used death saves (though IIRC there are some minor differences.) But very truly I tell you, in the one semi-long-runner 4e game I've played, we had <em>three character deaths before 5th level</em>, and nearly had a fourth <em>at</em> 5th level.</p><p></p><p>Death saves and "yo-yo" healing aren't the problem. The lack of a <em>limit</em> on daily healing, the imbalanced rate of damage input vs healing output, and the overall design ethos of flattening all the math and all the progression as much as humanly possible (such that HP become the main metric of progression, but <em>healing doesn't scale to match</em>) are at fault.</p><p></p><p>The fix doesn't require uprooting the entire system. It "only" requires (a) fixing the HP curve, (b) putting a daily limit on healing a la Healing Surges albeit adapted to the specifics of 5e's other design elements, and (c) re-calculating monster statistic progression so that damage input vs healing output is actually interesting and worthwhile rather than pointless other than "yo-yo" healing.</p><p></p><p>But essentially no one will be willing to consider this solution, because <em>it requires making 5e more like 4e</em>.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8686515, member: 6790260"] It's not the fault of death saves and "yo-yo" healing as you put it. It's the fault of 5e's healing and rest design. 4e had exactly the same rules regarding healing (all healing restores from 0) and also used death saves (though IIRC there are some minor differences.) But very truly I tell you, in the one semi-long-runner 4e game I've played, we had [I]three character deaths before 5th level[/I], and nearly had a fourth [I]at[/I] 5th level. Death saves and "yo-yo" healing aren't the problem. The lack of a [I]limit[/I] on daily healing, the imbalanced rate of damage input vs healing output, and the overall design ethos of flattening all the math and all the progression as much as humanly possible (such that HP become the main metric of progression, but [I]healing doesn't scale to match[/I]) are at fault. The fix doesn't require uprooting the entire system. It "only" requires (a) fixing the HP curve, (b) putting a daily limit on healing a la Healing Surges albeit adapted to the specifics of 5e's other design elements, and (c) re-calculating monster statistic progression so that damage input vs healing output is actually interesting and worthwhile rather than pointless other than "yo-yo" healing. But essentially no one will be willing to consider this solution, because [I]it requires making 5e more like 4e[/I]. [/QUOTE]
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