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With 5e here, what will 4e be remembered for?
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<blockquote data-quote="Manbearcat" data-source="post: 6336946" data-attributes="member: 6696971"><p>The problem with temporary hit points as a core healing mechanic for a class is two-fold:</p><p></p><p>1) It is less tactically engaging than "filling HP buckets" and therefore not very mentally rewarding from a "playing a game" perspective. There are very few to no decision-points. It is always optimal to proactively apply temporary hit points immediately so unforeseen, potentially lethal, burst damage is mitigated. There is no opportunity cost of choice and there is no extrapolating several "moves" into the future to maximize your group's capacity for survival. Just press the temp HP buttan and do whatever else it is you do. Healing is tactically engaging (thus rewarding) because there is opportunity cost of choice and you're faced with multiple, critical decision-points throughout the course of a conflict. Temp HP subverts that paradigm entirely.</p><p></p><p>2) Reactive healing, assuming it is sufficient to the task, is better because you are always in a position to respond to true urgency (not just proactively attempting to mitigate forecasted urgency - which may never come to pass), typically due to spike damage, wherever it might be. Filling HP buckets as they're depleted ensures you're never in a situation where you've deployed precious resources as a contingency to protect against burst damage that may never come. Its more efficient and it stacks so you're always ready.</p><p></p><p>More fun. More function.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6336946, member: 6696971"] The problem with temporary hit points as a core healing mechanic for a class is two-fold: 1) It is less tactically engaging than "filling HP buckets" and therefore not very mentally rewarding from a "playing a game" perspective. There are very few to no decision-points. It is always optimal to proactively apply temporary hit points immediately so unforeseen, potentially lethal, burst damage is mitigated. There is no opportunity cost of choice and there is no extrapolating several "moves" into the future to maximize your group's capacity for survival. Just press the temp HP buttan and do whatever else it is you do. Healing is tactically engaging (thus rewarding) because there is opportunity cost of choice and you're faced with multiple, critical decision-points throughout the course of a conflict. Temp HP subverts that paradigm entirely. 2) Reactive healing, assuming it is sufficient to the task, is better because you are always in a position to respond to true urgency (not just proactively attempting to mitigate forecasted urgency - which may never come to pass), typically due to spike damage, wherever it might be. Filling HP buckets as they're depleted ensures you're never in a situation where you've deployed precious resources as a contingency to protect against burst damage that may never come. Its more efficient and it stacks so you're always ready. More fun. More function. [/QUOTE]
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With 5e here, what will 4e be remembered for?
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