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One (who controls 2 party members) in our party doesnt want to use potions. We're also playing on scavanger difficulty on first playthrough.
Stuff just wrecks us, mostly.
Most people recommend not even using healing spells during combat just potions, maybe on scavenger difficulty isn't for you guys, maybe slide settings down a bit
I believe its a boring elitist thing they picked up from the Tales series.
Apparently theres a ton of hard achievements. One is no pots
Refusal to use consumables usually only winds up being the "too good to use" things like full restores, for it to extend to basic healing items is...asinine.
...Wait they made a "don't use Gels" achievement for a Tales game? What the...no wonder I fell off with the series after Graces.
Exactly. If you are frequently healing during combat that you either need to re-evaluate your party composition, combat tactics or the difficulty setting. Personally, the only healing spell that I use is Healing Word and that is only if a party member is dying or if they are maintaining a spell or battlefield position that is tactically critical.
D&D combat is about Action economy. If you use your Action to administer a potion or cast a healing spell that is one turn that you have not used damaging the enemy; Healing Word requires only a Bonus Action, not an Action.
Ideally, you are only healing after the combat using your Hit Dice, potions, scrolls and, if you are lucky enough to have a Bard in the party, Song of Rest.
Sounds like you need to turn down the difficulty then if one guy is being a twonk.
You're sitting at 9 health, you use cure light wounds as a level 2 spell, with an average healing of 10. You now have 19 health. Enemy attacks, does 21 damage, you go down and wasted the healing slot.
Using healing on a down combatant brings them up and heals them the amount of the spell, there's no negative health in 5e.
So it's almost always better to wait til the party member is downed before healing except for specific cases, like the party member will miss their immediate turn which might be catastrophic to the battle. If it's to save yourself as a healer, it's almost always better to disengage and move away rather than heal and use the slots.
Your actions are better off damaging the enemy or doing something to end the battle quicker than to prolong a fight in an attempt to heal faster than your damage - you're always gonna lose that fight
We also seem to miss a whole lot. Hence the healing needed. For example the lizzard in the keep on the first mission. We regularly do him since we change up teams a lot and the usual time it takes to kill him is 3-4 turns. By then he has managed to kill someone if it hadnt been for healing.
What does disengage and move do? They'll just follow wont they?