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Why my friends hate talking to me about 5e.
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<blockquote data-quote="DND_Reborn" data-source="post: 8688025" data-attributes="member: 6987520"><p>To be clear, I meant a single character <em>disengaging</em> and falling back so others can deal with the threat.</p><p></p><p></p><p>But you can gauge from the hits you've taken if you want to risk 1, 2, 5, or whatever more hits. Players have to judge for themselves <em>when</em> that point is.</p><p></p><p></p><p>YMMV of course, but I have never found combat healing to be bad or unrewarding, a lot of players like that role IME.</p><p></p><p>5E is <em>easy</em> using the default adventuring day/encounters/etc. once you reach a certain point. Yes, you can throw infinite dragons blah blah blah but that isn't the default design.</p><p></p><p>I don't find out of combat healing to be super good, either. It is just another form of healing.</p><p></p><p></p><p>One of our golden house-rules might help you here: Upcasting spells yields maximum results on additional dice. So, in your example, instead of 3d8+3, make it d8+19.</p><p></p><p></p><p>Fight the monster? I don't know, there are too many variables to answer that. PCs get a lot of hit points as it is, and self-healing in combat just aggravates the issue as I see it.</p><p></p><p></p><p>There is also where players have to be responsible for their own defense. Disengaging and Dodging are two of the least used but most effective actions IME. You heal one, the other focuses on defense while waiting for help.</p><p></p><p>FWIW, our first 5E didn't have any sort of healer-caster. We had a PC with the healer feat, but that was it until after 5th level, when a druid finally joined the group.</p><p></p><p>5E offers a lot of out-of-combat healing. So, yes, the point is to make it through the fight to use some of those healing resources and move on to the next fight. There are lots of solutions if you want to it easier, like 5-minute short rests.</p><p></p><p></p><p>There are plenty of other fail states, dying is just one (and arguably the most effective) fail state.</p><p></p><p>So, what do you want the fail state to be?</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8688025, member: 6987520"] To be clear, I meant a single character [I]disengaging[/I] and falling back so others can deal with the threat. But you can gauge from the hits you've taken if you want to risk 1, 2, 5, or whatever more hits. Players have to judge for themselves [I]when[/I] that point is. YMMV of course, but I have never found combat healing to be bad or unrewarding, a lot of players like that role IME. 5E is [I]easy[/I] using the default adventuring day/encounters/etc. once you reach a certain point. Yes, you can throw infinite dragons blah blah blah but that isn't the default design. I don't find out of combat healing to be super good, either. It is just another form of healing. One of our golden house-rules might help you here: Upcasting spells yields maximum results on additional dice. So, in your example, instead of 3d8+3, make it d8+19. Fight the monster? I don't know, there are too many variables to answer that. PCs get a lot of hit points as it is, and self-healing in combat just aggravates the issue as I see it. There is also where players have to be responsible for their own defense. Disengaging and Dodging are two of the least used but most effective actions IME. You heal one, the other focuses on defense while waiting for help. FWIW, our first 5E didn't have any sort of healer-caster. We had a PC with the healer feat, but that was it until after 5th level, when a druid finally joined the group. 5E offers a lot of out-of-combat healing. So, yes, the point is to make it through the fight to use some of those healing resources and move on to the next fight. There are lots of solutions if you want to it easier, like 5-minute short rests. There are plenty of other fail states, dying is just one (and arguably the most effective) fail state. So, what do you want the fail state to be? [/QUOTE]
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