Yo! I find it weird that when a subclass has some type of passive regeneration its always cut off at half max hp. I get for balance reasons it makes sense sorta but I don't think it would be op if you were able to heal to full hp. so few subclasses get it so its not like its everywhere and its so late in those subclasses that its not just a quick 3 level dip to snag it. the only downside I could see would be maybe people would take less short rests? but you get more then just hp back on a short rest (some more then others) but you aren't the only one in a party so you'd need to short rest anyways. I don't get why its like this am I missing some op things? or is it just something no ones really thought about?
If you could give an example of a subclass, that would be useful. I know some do it, but I can't remember which and would like to check the wording and context.
However, remember that you also get Hit Dice, so I don't think it's limiting in any way. Generally, I find that I have HDs left anyway, so it's a bit of a trap - it sounds awesome, but generally the danger comes in the middle of a fight before you have a chance to replenish your HP with HD. It's mostly only useful for me when I have a really hard day and use more than half my HD in one day. I don't think I've ever been KO'd because I didn't have any HDs left. YMMV though, I guess.
What I'm saying is that I don't think that mechanically speaking it makes much difference.
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Crown Paladin checks each target and says "Have you got less current HP than your max HP / 2?" For each target who says yes, it goes "Ok, then gain HP equal to 1d6 + my Cha mod".
For each target, Life Cleric says "Here's X hit points. Add them to your current hit points, but if doing so would bring that number above your max HP / 2, stop there".
If you could give an example of a subclass, that would be useful. I know some do it, but I can't remember which and would like to check the wording and context.
However, remember that you also get Hit Dice, so I don't think it's limiting in any way. Generally, I find that I have HDs left anyway, so it's a bit of a trap - it sounds awesome, but generally the danger comes in the middle of a fight before you have a chance to replenish your HP with HD. It's mostly only useful for me when I have a really hard day and use more than half my HD in one day. I don't think I've ever been KO'd because I didn't have any HDs left. YMMV though, I guess.
What I'm saying is that I don't think that mechanically speaking it makes much difference.
the ones I remember are fighter champion at level 18 (5+con mod) paladin redemption at level 15 (1d6+half paladin level) blood hunter lycan at level 11 (1+con mod) if there are others i dont know them
Possibly because stacking them all on one is more resilient to AoE attacks. Let's say you gave two other people with you and they're hit by Fireball and brought to 2HP. If you have 40HP to distribute, stacking them up on one person would bring them up to 42HP, well above the average Fireball. On the other hand, if you're forced to split them, then they get to 22HP, which is likely to be wiped out bybthe Fireball. This helps prevent the much maligned whack-a-mole that D&D is infamous for.
I suspect that the reasons go beyond that. It also makes it a more emergency action rather than keeping everyone topped up. It also pushes you to attend everyone and not just your star player.
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The goal is to have minor encounters actually cost daily resources, and if you can fully recover from a minor encounter using a short rest resource, it kind of doesn't. This hasn't been entirely consistently managed in 5e, things like celestial warlock and second wind slipped through the cracks.
Possibly because stacking them all on one is more resilient to AoE attacks. Let's say you gave two other people with you and they're hit by Fireball and brought to 2HP. If you have 40HP to distribute, stacking them up on one person would bring them up to 42HP, well above the average Fireball. On the other hand, if you're forced to split them, then they get to 22HP, which is likely to be wiped out bybthe Fireball. This helps prevent the much maligned whack-a-mole that D&D is infamous for.
I suspect that the reasons go beyond that. It also makes it a more emergency action rather than keeping everyone topped up. It also pushes you to attend everyone and not just your star player.
i think you might be thinking of something else the healing is only for yourself and is a passive feature
Possibly because stacking them all on one is more resilient to AoE attacks. Let's say you gave two other people with you and they're hit by Fireball and brought to 2HP. If you have 40HP to distribute, stacking them up on one person would bring them up to 42HP, well above the average Fireball. On the other hand, if you're forced to split them, then they get to 22HP, which is likely to be wiped out bybthe Fireball. This helps prevent the much maligned whack-a-mole that D&D is infamous for.
I suspect that the reasons go beyond that. It also makes it a more emergency action rather than keeping everyone topped up. It also pushes you to attend everyone and not just your star player.
i think you might be thinking of something else the healing is only for yourself and is a passive feature
I was thinking of the Life Cleric which was previously mentioned. The point remains.
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can you explain to me the reasons why it might be unbalanced?
Because having a class that allowed you to heal up to your full HP without expending a resource that required a long rest to recharge would be extremely powerful. It would completely negate the need for spending hit dice.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
can you explain to me the reasons why it might be unbalanced?
Because having a class that allowed you to heal up to your full HP without expending a resource that required a long rest to recharge would be extremely powerful. It would completely negate the need for spending hit dice.
for that one person but they still have a whole party to worry about along with their own short/long rest stuff
There are so many ways to heal in 5e, I have no problem with them limited those abilities to half of max. Once upon a time, only 3 classes got healing abilities (well technically 4), now just about every class has some way of doing at least some healing or self-healing on top of the HD from short rests. Allowing those classes that get the ability to go over half-max on their targets while healing would be unbalancing. PCs shouldn't be entering every fight at full health, nor should they be short resting after every encounter. Part of the game is managing limited resources.
Crown Paladin checks each target and says "Have you got less current HP than your max HP / 2?" For each target who says yes, it goes "Ok, then gain HP equal to 1d6 + my Cha mod". https://1921681001.id/
For each target, Life Cleric says "Here's X hit points. Add them to your current hit points, but if doing so would bring that number above your max HP / 2, stop there".
While we're at it, let's remove attack rolls and just say you always hit. And remove saves and say you always succeed. These are extreme examples, but the overall effect is the same - the restrictions imposed on PCs are required to make the game a challenge, and being challenging is required for success to feel earned. This part of what makes the game fun.
So it's not only unbalanced, it's also less fun.
Healing during combat is generally a terrible idea because healing spells were designed to be very costly action-wise. Even spending your action to raise a fallen ally is often a worse idea than doing something else that gets the fight closer to done. Thus, healing is mainly an out-of-combat resource-management system. A PC that just auto-heals to full after every fight is able to completely ignore this system. Is it more fun to sit there and do nothing while the rest of the party engages with that?
Now obviously everyone has fun differently and yada yada, but there have to be some universal truths or game devs wouldn't have a job. One of those truths, whether we like it or not, is that restrictions and limitations foster creativity and problem-solving, and overcoming them makes us feel good. Removing those restrictions might seem freeing, but in the long term it makes for a more boring game.
Healing during combat is generally a terrible idea because healing spells were designed to be very costly action-wise. Even spending your action to raise a fallen ally is often a worse idea than doing something else that gets the fight closer to done. Thus, healing is mainly an out-of-combat resource-management system. A PC that just auto-heals to full after every fight is able to completely ignore this system. Is it more fun to sit there and do nothing while the rest of the party engages with that?
Well, plenty of games do just have everyone fully reset resources after every encounter, and it's not inherently bad.... but the entire system is balanced around that assumption, whereas D&D has always considered resource management to be a core part of gameplay.
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Yo! I find it weird that when a subclass has some type of passive regeneration its always cut off at half max hp. I get for balance reasons it makes sense sorta but I don't think it would be op if you were able to heal to full hp. so few subclasses get it so its not like its everywhere and its so late in those subclasses that its not just a quick 3 level dip to snag it. the only downside I could see would be maybe people would take less short rests? but you get more then just hp back on a short rest (some more then others) but you aren't the only one in a party so you'd need to short rest anyways. I don't get why its like this am I missing some op things? or is it just something no ones really thought about?
You said it: balance reasons
If you could give an example of a subclass, that would be useful. I know some do it, but I can't remember which and would like to check the wording and context.
However, remember that you also get Hit Dice, so I don't think it's limiting in any way. Generally, I find that I have HDs left anyway, so it's a bit of a trap - it sounds awesome, but generally the danger comes in the middle of a fight before you have a chance to replenish your HP with HD. It's mostly only useful for me when I have a really hard day and use more than half my HD in one day. I don't think I've ever been KO'd because I didn't have any HDs left. YMMV though, I guess.
What I'm saying is that I don't think that mechanically speaking it makes much difference.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Crown Paladin checks each target and says "Have you got less current HP than your max HP / 2?" For each target who says yes, it goes "Ok, then gain HP equal to 1d6 + my Cha mod".
For each target, Life Cleric says "Here's X hit points. Add them to your current hit points, but if doing so would bring that number above your max HP / 2, stop there".
the ones I remember are
fighter champion at level 18 (5+con mod)
paladin redemption at level 15 (1d6+half paladin level)
blood hunter lycan at level 11 (1+con mod)
if there are others i dont know them
can you explain to me the reasons why it might be unbalanced?
Possibly because stacking them all on one is more resilient to AoE attacks. Let's say you gave two other people with you and they're hit by Fireball and brought to 2HP. If you have 40HP to distribute, stacking them up on one person would bring them up to 42HP, well above the average Fireball. On the other hand, if you're forced to split them, then they get to 22HP, which is likely to be wiped out bybthe Fireball. This helps prevent the much maligned whack-a-mole that D&D is infamous for.
I suspect that the reasons go beyond that. It also makes it a more emergency action rather than keeping everyone topped up. It also pushes you to attend everyone and not just your star player.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Because players healing to full HP between each minor encounter is both tedious and boring.
The goal is to have minor encounters actually cost daily resources, and if you can fully recover from a minor encounter using a short rest resource, it kind of doesn't. This hasn't been entirely consistently managed in 5e, things like celestial warlock and second wind slipped through the cracks.
i think you might be thinking of something else the healing is only for yourself and is a passive feature
I was thinking of the Life Cleric which was previously mentioned. The point remains.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Because having a class that allowed you to heal up to your full HP without expending a resource that required a long rest to recharge would be extremely powerful. It would completely negate the need for spending hit dice.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
for that one person but they still have a whole party to worry about along with their own short/long rest stuff
There are so many ways to heal in 5e, I have no problem with them limited those abilities to half of max. Once upon a time, only 3 classes got healing abilities (well technically 4), now just about every class has some way of doing at least some healing or self-healing on top of the HD from short rests. Allowing those classes that get the ability to go over half-max on their targets while healing would be unbalancing. PCs shouldn't be entering every fight at full health, nor should they be short resting after every encounter. Part of the game is managing limited resources.
Playing D&D since 1982
Have played every version of the game since Basic (Red Box Set), except that abomination sometimes called 4e.
I got this,..
While we're at it, let's remove attack rolls and just say you always hit. And remove saves and say you always succeed. These are extreme examples, but the overall effect is the same - the restrictions imposed on PCs are required to make the game a challenge, and being challenging is required for success to feel earned. This part of what makes the game fun.
So it's not only unbalanced, it's also less fun.
Healing during combat is generally a terrible idea because healing spells were designed to be very costly action-wise. Even spending your action to raise a fallen ally is often a worse idea than doing something else that gets the fight closer to done. Thus, healing is mainly an out-of-combat resource-management system. A PC that just auto-heals to full after every fight is able to completely ignore this system. Is it more fun to sit there and do nothing while the rest of the party engages with that?
Now obviously everyone has fun differently and yada yada, but there have to be some universal truths or game devs wouldn't have a job. One of those truths, whether we like it or not, is that restrictions and limitations foster creativity and problem-solving, and overcoming them makes us feel good. Removing those restrictions might seem freeing, but in the long term it makes for a more boring game.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Well, plenty of games do just have everyone fully reset resources after every encounter, and it's not inherently bad.... but the entire system is balanced around that assumption, whereas D&D has always considered resource management to be a core part of gameplay.