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Why my friends hate talking to me about 5e.
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<blockquote data-quote="James Gasik" data-source="post: 8688015" data-attributes="member: 6877472"><p>Players don't disengage because there's no clear "we're in a combat"/"we are not in a combat" scenario. If you run, nothing really stops enemies from following, being much more likely to want to finish you off rather than risk you coming back later.</p><p></p><p>Especially since, if you're running, your enemy is in a position of strength. Also, gauging how many hits you can take before you drop to 0 is difficult, and in-combat healing is both costly in resources and inefficient.</p><p></p><p>Better to power on, hope you can get just enough healing to be kept up, then find a way to rest and use up all those juicy out of combat options. When I gripe about how bad combat healing is, and how unrewarding it is as a player to try and keep everyone healed, I get told "lol, 5e is easy, players are immortal, out of combat healing is super good". </p><p></p><p>To which I'm like, maybe it's easy for you, but I've been in difficult fights where I struggle to keep players alive as a healer, and doing so drains away all my ability to do anything useful for the day after a handful of encounters. If I'm looking at an upcast level 3 healing spell doing 3d8+Wis, for an average of 16 hit points, when should I cast it?</p><p></p><p>When a player has taken 16 hit points? That could be <strong>one turn</strong> from a monster. So now I just used my best spell to cancel out one turn of attacks, what do I do next turn? </p><p></p><p>What do I do if we're fighting more than one enemy and I got two people taking damage at once?</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8688015, member: 6877472"] Players don't disengage because there's no clear "we're in a combat"/"we are not in a combat" scenario. If you run, nothing really stops enemies from following, being much more likely to want to finish you off rather than risk you coming back later. Especially since, if you're running, your enemy is in a position of strength. Also, gauging how many hits you can take before you drop to 0 is difficult, and in-combat healing is both costly in resources and inefficient. Better to power on, hope you can get just enough healing to be kept up, then find a way to rest and use up all those juicy out of combat options. When I gripe about how bad combat healing is, and how unrewarding it is as a player to try and keep everyone healed, I get told "lol, 5e is easy, players are immortal, out of combat healing is super good". To which I'm like, maybe it's easy for you, but I've been in difficult fights where I struggle to keep players alive as a healer, and doing so drains away all my ability to do anything useful for the day after a handful of encounters. If I'm looking at an upcast level 3 healing spell doing 3d8+Wis, for an average of 16 hit points, when should I cast it? When a player has taken 16 hit points? That could be [B]one turn[/B] from a monster. So now I just used my best spell to cancel out one turn of attacks, what do I do next turn? What do I do if we're fighting more than one enemy and I got two people taking damage at once? [/QUOTE]
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