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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: 6031972" data-attributes="member: 7006"><p>Perhaps not for some groups, that is true. But for many groups, they plan around those deficiencies via tactics.</p><p></p><p>So for instance... I know oftentimes our Leaders will hold their actions until they go directly before the Defender... specifically so that they are in a position to get the Defender back on his feet without missing his turn in the order. So Defender keeps attacking until he gets really low on HP... the monsters attack together to drop him below 0... any other monsters <em>perhaps</em> are able to use this moment to get around the Defender (the risk and gamble the party makes to use these tactics)... the Leader heals the Defender (giving him lots of "free" HP from the rule that says you start your count from 0 and not the negative number)... and the Defender then uses his Move action to stand up and attack/charge. No Death Save, and no lost turn.</p><p></p><p>Doesn't <em>always</em> work out of course... but it usually ends being being the more advantageous tactic than having the Leader heal the Defender when the Defender is at less than 10 HP.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6031972, member: 7006"] Perhaps not for some groups, that is true. But for many groups, they plan around those deficiencies via tactics. So for instance... I know oftentimes our Leaders will hold their actions until they go directly before the Defender... specifically so that they are in a position to get the Defender back on his feet without missing his turn in the order. So Defender keeps attacking until he gets really low on HP... the monsters attack together to drop him below 0... any other monsters [I]perhaps[/I] are able to use this moment to get around the Defender (the risk and gamble the party makes to use these tactics)... the Leader heals the Defender (giving him lots of "free" HP from the rule that says you start your count from 0 and not the negative number)... and the Defender then uses his Move action to stand up and attack/charge. No Death Save, and no lost turn. Doesn't [I]always[/I] work out of course... but it usually ends being being the more advantageous tactic than having the Leader heal the Defender when the Defender is at less than 10 HP. [/QUOTE]
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Healing and combat tension between 4e and Next
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