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Switch to Forum Live View Do not make in combat healing necessary
12 months ago  ::  Jun 25, 2012 - 5:05PM #1
Lawolf
Date Joined: May 4, 2008
Posts: 4,274
Every edition of D&D has had issues with healing. 4e became especially bad when healers became so potent as to keep the party alive almost indefinitely. This lead to many complaints that 4e combat was too slow and too easy. A simple solution to this would be to assume players have no (or very little in combat healing).  Then clerics will not be required and the game will be a challenge as there will be very few things that can extend your groups endurance during each encounter. Clerics who have to use an action to heal (such as with cure light wouds) will then have to make a meaningful choice, instead of being relegated to band aid duty. Most healing can then be relegated to first aid and short rests completely removing the need for magical healing if the group so chooses.
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12 months ago  ::  Jun 25, 2012 - 6:06PM #2
mellowship
Date Joined: May 28, 2003
Posts: 338
If monsters can do enough damage in a fight to knock a PC to 0 hp, then there will be a need for in-combat healing.  There's really no way of getting around this problem.  Keeping monster damage the same while reducing or eliminating in-combat healing is just screwing the players.  And if you reduce monster damage so that it takes a lot of hits to knock a PC to 0 hp, then combat becomes too easy (and boring).

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12 months ago  ::  Jun 25, 2012 - 6:46PM #3
Saelorn
Date Joined: May 27, 2012
Posts: 2,958
I have stated my preference for many years, that D&D would be much better off without in-combat healing.  It would require a couple of changes, though:

1) No attack should be able to drop someone from full to zero in one round.
2) Out of combat healing should also be limited, so the DM doesn't have to try and bring a character from full to zero in a single encounter just to make a threat credible.

The benefits are at least two-fold:

1) Nobody has to "waste" a turn by playing "healbot".
2) Players have more time to react and adjust their overall strategy based on how the whole delve is going, rather than just within a single encounter.

And of course, my personal issue, but where your mileage may vary:

1) Increased verisimilitude toward literature and cinema of the genre, where slowly accumulated wounds eventually wind the hero down in order to make the boss fight more dramatic.

The metagame is not the game.
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12 months ago  ::  Jun 25, 2012 - 8:03PM #4
ankiyavon
Date Joined: Dec 25, 2009
Posts: 3,461

Jun 25, 2012 -- 6:06PM, mellowship wrote:

If monsters can do enough damage in a fight to knock a PC to 0 hp, then there will be a need for in-combat healing.  There's really no way of getting around this problem.  Keeping monster damage the same while reducing or eliminating in-combat healing is just screwing the players.  And if you reduce monster damage so that it takes a lot of hits to knock a PC to 0 hp, then combat becomes too easy (and boring).




This is only true if you balance around one encounter a day, or otherwise assume that the PCs will be at full health at the beginning of every encounter.

The difference between madness and genius is determined only by degrees of success.
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12 months ago  ::  Jun 25, 2012 - 8:04PM #5
LordofKhyber
Date Joined: Jul 29, 2009
Posts: 1,023
I'm sorry for mentioning this but they could always use 4E's method of healing. It was darn near perfect!

I'm so sorry I know nothing about 4E was good and it's the devil and evil and McDonalds! Please don't beat me! 
Things that 5E needs to do:
-Make the use of battlemaps/miniatures the default.
-Make healing fun, magical AND non-magical needs to be an option. Long live the Warlord!
-Make magic items feel magic/mythical. I don't want a dagger +1, I want STING.
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12 months ago  ::  Jun 25, 2012 - 8:10PM #6
nexusvalhees
Date Joined: Sep 26, 2007
Posts: 616
I'm sorry guys this looks like something new and this edition isn't really about new things they're already risking a whole lot with the new reskin on feats & Skills don't forget D&D Next is just a name Were really just repakaging Old D&D.
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12 months ago  ::  Jun 25, 2012 - 8:19PM #7
anjelika
Date Joined: Jun 9, 2012
Posts: 2,051

Jun 25, 2012 -- 8:04PM, LordofKhyber wrote:

I'm sorry for mentioning this but they could always use 4E's method of healing. It was darn near perfect!

I'm so sorry I know nothing about 4E was good and it's the devil and evil and McDonalds! Please don't beat me! 




The beatings will continue until morale improves.  To file a complaint, see our manager, Ms. Helen Waite.   I repeat, to file a complaint go to Helen Waite. =)

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12 months ago  ::  Jun 25, 2012 - 8:35PM #8
Lawolf
Date Joined: May 4, 2008
Posts: 4,274
You could have combat balanced around full HP every fight and assume that in general players will not drop, but when they do combat becomes a lot more deadly. Now I think something like second wind could work in this scenario as you have to trade an action for HP. Same with heal spells. As long as the game is balanced around and does not assume for the presence of healing magic then clerics will not be required. This can also add to tension in a fight because as soon as someone drops the whole dynamic of a fight changes.
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12 months ago  ::  Jun 25, 2012 - 8:42PM #9
Kubernes
Date Joined: Oct 22, 2011
Posts: 57
Why not just get rid of player HP? That would make everything smoother.
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12 months ago  ::  Jun 25, 2012 - 8:42PM #10
Emerikol
Date Joined: Apr 23, 2009
Posts: 4,578
I hope hit points are no longer full up between encounters.  I'd like cleric healing but only X times per day.  In or out of combat.

 
Here is a great blog by themormegil that explains why we had an edition war.
narrativism vs simulationism
A great blog on the business side of 4e and its impact on WOTC
4e is new coke
What core means and does not mean
HoBby Award Winner
metagame dissonance (plot coupon)    
dissociative mechanics (same as my own metagame dissonance. A great article.)
The Five Minute Workday Fallacy
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