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It opens up the game for so much more potential party-compositions, if you aren't dependent on having a healer around.
this is also talking about the 200+ lowest quality potions that you find all over the place early game and have in large quantities when you start taking real damage in act 3. So look at those numbers a different way: 10 potions overheals your group(300 total vs 265), but you wouldn't ever want/need that many. After a battle, if you got beat up, you have restored at least 50% via a short rest (usually?), so now its only 5 (do I need to say again that these are the lowest junk heals in the game?) potions to overheal you or less than that if you don't mind being scratched and dented a bit going into fights. So for most fights, much of the game, 3-4 of those least quality potions is all you need to top off your group after a short rest. I can't imagine any way you can slice it that this is 'bad' or 'trash' since the potions were probably free or very cheap if you bought some.
spell-wise, yea, 10 is rubbish. But you don't use spells to heal after the early game. Its just not practical to waste high level slots -- even in combat, a big potion is the answer, while the little ones are for out of combat.
Yup. Ex: I played in a three-person tabletop party that consisted of a rune knight fighter, a beast barbarian, and my Great Old One warlock for a combat-heavy campaign that went from 1-10. We had no healing spells at all (and rather few spell slots in general :D) it was fine -- chancy at times, but fine.
And even if you do have a cleric -- which is one class where a couple of the subclasses are strong enough that some DMs will just outright ban them, specifically the Peace and Twilight domains -- they're best not played as healbots. Unlike, say, 1e/2e, they have a lot of good alternatives for their time.
If you want in-combat healing in this game, your best options are 1) life cleric, 2) carry lots of potions. Even then, you probably won't keep up with damage taken, so you need to worry more about not getting hit (AC, saving throws, meat shield summons, "crowd control") and killing enemies as quickly as possible.
The game used to have 3-5 tt players (more for two DMs) and each player had a roll and they were played to their strengths and had clear weaknesses for each. You requires team work and the team work together to achieve goals. Now there are no weaknesses, rolls, verticals or dependencies (mutt mode). Just a glass canon fight model with the odds tilted in your favor so you do not break.
Mod the game to your taste but out of the box BG3 and DD5+ was designed to be weak, IMAO.
Like someone said: "why would I heal 20 points of damage when I can unalive the enemy that would deal 20 damage"
"If" the enemy only does 20 damage. It's all relative. Depends on the enemy, the difficulty setting and the char's resistance.
Mass Cure Wounds is a lvl 5 spell that heals 3d8
Fireball is a level 3 spell that does 8d6. (or if you want d8, glyph of warding does 5d8)
Heck, even if people make their saving throws fireball will still do 4d6. And it's two levels lower!
Or compare magic missile doing an automatic 3d4+4 to cure light wounds healing...1d8+ modifier. Wow.
And that's just comparing to damage spells - comparing the amount you heal to the amount you prevent from just hitting an enemy with some disabling spells is also pretty bad.
I've been looking at Dragonbane a lot recently, it has some great features and really feels like it was made by people who played a ton of tabletop- rules are explained pretty clearly. It's close to 5e yet has a lot of interesting changes.
Some freebies are Cairn and Heroes of Adventure. You can grab a free quickstart to Shadowdark as well. Another system is Low Fantasy Gaming/Tales of Argosa, kind of an OSR/5e hybrid. The Without Number games, Worlds Without Number, Stars Without Number, and Cities Without Number have free versions available. Electric Bastionland is weird, and I really dig the art in it. Speaking of art Mork Borg has some free stuff. Yes I like TTRPG systems :)
Focus on killing your enemies before they can deal damage. Use gang mentality, everyone focuses on a single target until they die. Rinse and repeat until victory music plays. There is an old line from the first Final Fantasy game that translates to every RPG ever made. "Make sure the enemy is dead. Even at 1 HP, a living enemy can do full damage and use all of their special abilities."
No it wasnt. :3
And don't even *think* about trying the tank/healer thing in Gloomhaven. It's only reasonably possible if you have the "music note" and "sun" characters together, and even then it's tough.
What do these games all have in common? They are turn-based. I think it's much more common in "real-time" games to have healing that keeps up with damage. In turn-based games, it's much more common to be weighted heavily toward attack.