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<blockquote data-quote="Tony Vargas" data-source="post: 6021058" data-attributes="member: 996"><p>The trick is limiting it to first level. Once Wands of Cure Light Wounds come into it, 3.x characters can be walking around with thousands of hps. But, at 1st, the few CLWs the party cleric can cast represent relatively little daily healing compared to healing surges. The upshot of that is just to extend the adventuring 'day.' 4e characters can handle several encounters a day, and they all have dailies to manage over the course of that day. 1st level characters in prior eds could have trouble handling even two encounters, and could even spend a week recuperating between encounters if someone got dropped in each (1e optional rules on healing after being reduced to negative hps). </p><p></p><p>Those are pacing issues, and D&D has wobbled around when it comes to what sort of campaign pacing it works best with. Pacing in low-level classic D&D tended to be slow, you had one or a few fairly minor fights or traps or whatever and left the dungeon to recover for days. At higher levels, you could get through a lot more action in a day, and were less likely to get knocked out and have to spend that extra week getting over it, but once your casters were well and truly tapped out, it could take them /over/ a full day just to rest and re-memorize all their spells. In 3e, the 5MWD was extremely do-able and over-rewarded. In 4e, the 5MWD was less problematic - everyone benefited from it so it stopped being a class balance issue, but it remained a pacing, encounter balance, and even 'verisimilitude' issue (it's not very heroic to take a 6 hour nap after every real fight).</p><p></p><p>5e could make a big improvement by being more flexible with campaign pacing: allowing DMs to have encounters be rare and days apart or come fast and furious without trashing class or encounter balance.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6021058, member: 996"] The trick is limiting it to first level. Once Wands of Cure Light Wounds come into it, 3.x characters can be walking around with thousands of hps. But, at 1st, the few CLWs the party cleric can cast represent relatively little daily healing compared to healing surges. The upshot of that is just to extend the adventuring 'day.' 4e characters can handle several encounters a day, and they all have dailies to manage over the course of that day. 1st level characters in prior eds could have trouble handling even two encounters, and could even spend a week recuperating between encounters if someone got dropped in each (1e optional rules on healing after being reduced to negative hps). Those are pacing issues, and D&D has wobbled around when it comes to what sort of campaign pacing it works best with. Pacing in low-level classic D&D tended to be slow, you had one or a few fairly minor fights or traps or whatever and left the dungeon to recover for days. At higher levels, you could get through a lot more action in a day, and were less likely to get knocked out and have to spend that extra week getting over it, but once your casters were well and truly tapped out, it could take them /over/ a full day just to rest and re-memorize all their spells. In 3e, the 5MWD was extremely do-able and over-rewarded. In 4e, the 5MWD was less problematic - everyone benefited from it so it stopped being a class balance issue, but it remained a pacing, encounter balance, and even 'verisimilitude' issue (it's not very heroic to take a 6 hour nap after every real fight). 5e could make a big improvement by being more flexible with campaign pacing: allowing DMs to have encounters be rare and days apart or come fast and furious without trashing class or encounter balance. [/QUOTE]
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