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General Tabletop Discussion
*Dungeons & Dragons
Wizard vs Fighter - the math
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<blockquote data-quote="NotAYakk" data-source="post: 9160566" data-attributes="member: 72555"><p>Why do you need "real combat healing" or what it has to do with things here?</p><p></p><p>In-combat healing is completely irrelevant to using gritty-style rests or not in my opinion.</p><p></p><p>I like that healing is difficult in combat in 5e. It makes how many HP you have matter. (and if you are talking about whack-a-mole healing, once you hit 0 you are at the mercy of the DM; whack-a-mole being a viable strategy is just a function of the DM deciding to pull punches at 0 HP and not before).</p><p></p><p>The point of the "gritty rest" description is that you can get 90+ combat turns in a natural way.</p><p></p><p>So long as "long rest" resources are considered "per adventuring chapter" resources. As a wizard, those are your spells until the adventuring chapter is done. You'll solve some problem, the game world will change, and THEN you'll have a chance to get your spells back during downtime.</p><p></p><p>If you decide to go off and do downtime in the middle of an adventure, well, you miss the adventure. The world moves on, and whatever problem you are working on resolves itself. It is as if you responded to a murder mystery by "I leave town" - it is an option, you are opting out of the adventure.</p><p></p><p>With short rests being overnight, again, saying "I recover by going to bed" is a reasonable response to a stressful situation. If there is some set of tied events -- the crown jewels have been stolen and the burglar is escaping, or you just killed the guards at the cult's back door -- taking a night's rest will have obvious in-world consequences.</p><p></p><p>OTOH, healing up makes lots of sense.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 9160566, member: 72555"] Why do you need "real combat healing" or what it has to do with things here? In-combat healing is completely irrelevant to using gritty-style rests or not in my opinion. I like that healing is difficult in combat in 5e. It makes how many HP you have matter. (and if you are talking about whack-a-mole healing, once you hit 0 you are at the mercy of the DM; whack-a-mole being a viable strategy is just a function of the DM deciding to pull punches at 0 HP and not before). The point of the "gritty rest" description is that you can get 90+ combat turns in a natural way. So long as "long rest" resources are considered "per adventuring chapter" resources. As a wizard, those are your spells until the adventuring chapter is done. You'll solve some problem, the game world will change, and THEN you'll have a chance to get your spells back during downtime. If you decide to go off and do downtime in the middle of an adventure, well, you miss the adventure. The world moves on, and whatever problem you are working on resolves itself. It is as if you responded to a murder mystery by "I leave town" - it is an option, you are opting out of the adventure. With short rests being overnight, again, saying "I recover by going to bed" is a reasonable response to a stressful situation. If there is some set of tied events -- the crown jewels have been stolen and the burglar is escaping, or you just killed the guards at the cult's back door -- taking a night's rest will have obvious in-world consequences. OTOH, healing up makes lots of sense. [/QUOTE]
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