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General Tabletop Discussion
D&D Older Editions
Healing and combat tension between 4e and Next
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<blockquote data-quote="DEFCON 1" data-source="post: 6031887" data-attributes="member: 7006"><p>Actually, on the contrary... you'll find many people who will say that ONLY healing until PCs fall below 0 HP is in fact the BEST healing management. The reason being that all heals recover additional HP over and above their normal allotment. All the additional HP that a PC gains by going from the negative number to zero BEFORE calculating the healing on top of that.</p><p></p><p>For example... in the process of a round, say a PC has 3 HP, will be gaining a Healing Word for 8 HP of healing, and getting hit for 9 HP of damage.</p><p></p><p>If the PC gets the heal first while still on his feet, he goes from 3 HP to 11 HP (with the 8 HP heal), then loses 9HP from the hit down to 2 HP.</p><p></p><p>If that PC waited until after taking the hit before getting the heal, he would drop from 3 HP to -6 HP... then get an additional 14 HP worth of healing (going from -6 to 0 and then the 8 HP Healing Word). He then ends the round at 8HP.</p><p></p><p>So really... the way the game is set up there's not much risk and much more advantage to waiting until you drop below 0 before healing them back up. The only risks are the off-chance a critical comes in and knocks the PC all the way to Negative Bloodied (and insta-death), or that expected healing might not come in right away (and thus the PC starts making Death Saves). But beyond those two scenarios... healing PCs that are below 0 is actually the best management of resources.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6031887, member: 7006"] Actually, on the contrary... you'll find many people who will say that ONLY healing until PCs fall below 0 HP is in fact the BEST healing management. The reason being that all heals recover additional HP over and above their normal allotment. All the additional HP that a PC gains by going from the negative number to zero BEFORE calculating the healing on top of that. For example... in the process of a round, say a PC has 3 HP, will be gaining a Healing Word for 8 HP of healing, and getting hit for 9 HP of damage. If the PC gets the heal first while still on his feet, he goes from 3 HP to 11 HP (with the 8 HP heal), then loses 9HP from the hit down to 2 HP. If that PC waited until after taking the hit before getting the heal, he would drop from 3 HP to -6 HP... then get an additional 14 HP worth of healing (going from -6 to 0 and then the 8 HP Healing Word). He then ends the round at 8HP. So really... the way the game is set up there's not much risk and much more advantage to waiting until you drop below 0 before healing them back up. The only risks are the off-chance a critical comes in and knocks the PC all the way to Negative Bloodied (and insta-death), or that expected healing might not come in right away (and thus the PC starts making Death Saves). But beyond those two scenarios... healing PCs that are below 0 is actually the best management of resources. [/QUOTE]
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Healing and combat tension between 4e and Next
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