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D&D 5e: Hit Points — 3 Comments

  1. In 4e you can get by without a healer, but the assumption is that most parties have one. Those who don’t have a bit more challenge. I think that’s going to be the assumption for 5e. Also, there’s another layer that can affect this. If you don’t have a healer, but you have healing potions and wands on top of natural healing then you’re in a grey area. Likewise having a cleric and using this natural healing rule will play differently to having a cleric without natural healing.

    As for the “hit die” concept, I see this as a good way to model the warlord as a healer. Since he’s not doing anything magical, I see him as allowing people to use their natural resources better. Perhaps he gives a bonus or a bigger die type or just using hit dice during combat. He won’t be as good of a healer as a cleric, but he’ll have other abilities to balance this. Likewise, I see some themes giving a bonus to healing.

    As for the modules affecting adventures, I think there will be a standard set of modules for organized play and this will be the baseline most modules will be written around. If enough grognards jump on the 5e bandwagon (which I doubt), then there will probably also be a set of “old school standard options” emerge as well. Sadly, this will probably lead to “civil edition war” as people argue the merits of different combinations.

    And bloodied is bloody useful. It’s even easy to import into games that have different kinds of health levels.

  2. My group has also brought the bloodied condition from 4e into our Pathfinder game. Like you it has no mechanical effect – its just such a good descriptive term (and I no longer have to answer ‘how does he look?” after every single attack).

  3. Greetings, I come from the future! It seems like they ended up solving the issue by just giving clerics a ton of neat toys to play with besides healing.

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