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Why my friends hate talking to me about 5e.
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<blockquote data-quote="EzekielRaiden" data-source="post: 8687685" data-attributes="member: 6790260"><p>It's more complicated than that.</p><p></p><p>4e had things called Healing Surges. Using a healing surge usually restores 25% of your maximum HP, rounded down, though other stuff sometimes applies. Each character had a specific number: a baseline provided by their class, plus their Constitution modifier as additional surges. As a general rule, "squishy" classes (like Wizard, Warlock, or Rogue) tend to have lower baseline surges, while "beefy" classes (like Fighter, Paladin, or Barbarian) have a larger number, as they're expected to take a few more hits. Your surges are restored after a long rest, and consumed by most (baseline) sources of healing.</p><p></p><p>THP generally only work to mitigate damage within combat (most sources of THP don't last long enough to last between fights.) Healing can be done either in or out of combat, but all meaningful sources of actual healing require (at least) one of three things:</p><ol> <li data-xf-list-type="ol">Actually hitting a real, meaningful enemy. (This is often referred to as the "[no] bag of rats" rule: you can't just have a bag of live rats you smack around to get healing from healing abilities of this type.)</li> <li data-xf-list-type="ol">Spend a healing surge. Since these are limited each day, you have a finite number of times you can be healed this way before you're just tapped out. (Technically, if you're out of surges, surge-based healing sometimes still gives <em>some</em> healing, but it's so weak it's bad.)</li> <li data-xf-list-type="ol">Use a Daily resource (healing powers, items, etc.) that don't require a healing surge. Clerics, for example, could pick up a lot of powerful healing actions that didn't require a healing surge....but they were all once-a-day abilities, so they're just as limited as surges are.</li> </ol><p>As a result, even if the damage is "mitigated each round for a few rounds or after the battle," your long-term resources slowly bleed away. There's essentially no way to regain healing surges without taking a long rest, so there's a clear point at which a given character should <em>really</em> not get into combat anymore.</p><p></p><p>Further, actual in-combat healing is limited: each character can only use one healing surge per combat under its own power (with the Second Wind action.) You need outside help, like a support character (e.g. Cleric, Shaman, Bard, etc.) or drinking a healing potion (which gives a fixed amount of HP rather than the usual healing you'd get from a surge; better potions give more HP.)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8687685, member: 6790260"] It's more complicated than that. 4e had things called Healing Surges. Using a healing surge usually restores 25% of your maximum HP, rounded down, though other stuff sometimes applies. Each character had a specific number: a baseline provided by their class, plus their Constitution modifier as additional surges. As a general rule, "squishy" classes (like Wizard, Warlock, or Rogue) tend to have lower baseline surges, while "beefy" classes (like Fighter, Paladin, or Barbarian) have a larger number, as they're expected to take a few more hits. Your surges are restored after a long rest, and consumed by most (baseline) sources of healing. THP generally only work to mitigate damage within combat (most sources of THP don't last long enough to last between fights.) Healing can be done either in or out of combat, but all meaningful sources of actual healing require (at least) one of three things: [LIST=1] [*]Actually hitting a real, meaningful enemy. (This is often referred to as the "[no] bag of rats" rule: you can't just have a bag of live rats you smack around to get healing from healing abilities of this type.) [*]Spend a healing surge. Since these are limited each day, you have a finite number of times you can be healed this way before you're just tapped out. (Technically, if you're out of surges, surge-based healing sometimes still gives [I]some[/I] healing, but it's so weak it's bad.) [*]Use a Daily resource (healing powers, items, etc.) that don't require a healing surge. Clerics, for example, could pick up a lot of powerful healing actions that didn't require a healing surge....but they were all once-a-day abilities, so they're just as limited as surges are. [/LIST] As a result, even if the damage is "mitigated each round for a few rounds or after the battle," your long-term resources slowly bleed away. There's essentially no way to regain healing surges without taking a long rest, so there's a clear point at which a given character should [I]really[/I] not get into combat anymore. Further, actual in-combat healing is limited: each character can only use one healing surge per combat under its own power (with the Second Wind action.) You need outside help, like a support character (e.g. Cleric, Shaman, Bard, etc.) or drinking a healing potion (which gives a fixed amount of HP rather than the usual healing you'd get from a surge; better potions give more HP.) [/QUOTE]
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