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They can heal ofc, just should take longer.
Because an entire night with administration of healing, medicine and whatever first aids are used along with recast of divine spells? BG1 and 2 had this adressed perfectly, full rest without anyone able to cast healing only healed 1 - 8 hit points.
I can shove bosses from chasms to instakill them, the game prize out of the box tactics on other aspects, can't see why make a distinction for this.
Hit and run is a tactic even in real life, why shouldn't it be a thing in BG3?
I think it is widely accepted in gaming communities that the hit and run you are describing would fall into cheese category unless its some very specific games where its intended.
It shouldnt be a thing because it removes all challenges.
Even "shoving things into chasms" has a challenge, because:
1. Not every class is equally good at shoving things
2. Shoving things still requires at the very least winning a skill contest or hitting an attack, and at the most hitting an attack and the enemy failing a save.
This isn't BG1 + 2.
If the player can run away and heal, so too can the monsters, it's just represented 100% realistically due to limitations.
Just think of them healing as if they're taking a short/long rest after surviving the encounter, just like you might.
You can still use hit n' run tactics - you just have to make sure you get at least one kill each time you 'hit' before you 'run' in order to make progress.
You can use a healing potion or spell for instant heals after a fight, why couldn't they?
This is D&D, it's expected the game follow it's rules to an extent, otherwise just name it Divinity 3.
Anyway, got my answer. Apparently isn't something that bother other playes.
Just feel the monsters should heal slower, like 1-2 hitpoints per turn (round in fact) unless they can magically heal themselves or have special abilities for that.
True, it's how i dealed with the phase spiders.
Edit:
If they have them, sure, why not?
You can stock up on potions whenever you want, you are given more than enough. You can change your equipment, change your party composition, change your class even to tackle any challenge. You have all the advantages.
An NPC does not. To complain, that you cant just run into battle, hit an enemy once, run away, full heal, then run in to hit them again, is a testament to your quality as a player.
In a real campaign a DM decides what NPCs/Monsters can do.
That's why even human enemies often have Statblocks rather than being Character sheets. They can do stuff you cant do.
Strahd isnt just a Dhampir Monk/Druid with a bit of Homebrew, he has stuff he can do, to compensate for all the things an NPC cannot do.
A solution would be to give them Potions, but all that would do is increase the amounts you need to "run"
the tl;dr here is, well, gid gud?