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House rule idea for healing to avoid "whack-a-mole"
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<blockquote data-quote="Uller" data-source="post: 7256348" data-attributes="member: 413"><p>I run a variety of adventures...in this case, the 5th level is Hidden Shrine of Tamoachan. There is poison gas that damages the PCs ever hour (1d6 poison damage, no save). Take a short rest...fine...but you take 1d6 damage and risk a random encounter. It's a nice time pressure mechanic that is meant to keep them moving but without bashing the players over the head about it.</p><p></p><p>In the first fight, the cleric took a lot of damage early on and healed himself and another PC during the fight to keep himself and the other PC in it. There was no opportunity for a short rest of any length. Sometimes PCs get wounded quickly, no matter what kind of adventure you are playing (or any kind I would want to play). They want to heal to avoid going down rather than wait until after they do. Making that healing more efficient (I think) might free up the cleric player to be a healer but still be able to save his best spell slots for more interesting things.</p><p></p><p>The effect of this rule would have been allow him to maybe only spend a first level spell slots, an HD and a bonus actions on healing word for 1d4+4+1d8+2 (ave 13) instead of a third level cure wounds and an action for 3d8+4 (ave 17.5). Seems like a fair trade-off to me. If he wanted more, he could use a 2nd level slot and 2 HD for 2d4+4+2d8+4 (22)...still only a bonus action so he could still attack or cast a cantrip. Or if he really wanted he could spend his action, a third level slot and 3 HD and get 3d8+4+3d8+6 (50.5...enough to fully heal most 5th level PCs...that seems a fair trade for highest level slot and more than half the wounded character's HD. Can't do it very often.</p><p></p><p>To me, a PC with 5 HP but all his HD is not as badly wounded as one with maybe 15 hp and no HD. There is an internal reserve there and maybe healing (magic or otherwise) should let the PC tap into it. This reflects that.</p><p></p><p>Hidden Shrine is a one-off from our normal campaign so I may try it out for the remaining portion just to see how it goes.</p></blockquote><p></p>
[QUOTE="Uller, post: 7256348, member: 413"] I run a variety of adventures...in this case, the 5th level is Hidden Shrine of Tamoachan. There is poison gas that damages the PCs ever hour (1d6 poison damage, no save). Take a short rest...fine...but you take 1d6 damage and risk a random encounter. It's a nice time pressure mechanic that is meant to keep them moving but without bashing the players over the head about it. In the first fight, the cleric took a lot of damage early on and healed himself and another PC during the fight to keep himself and the other PC in it. There was no opportunity for a short rest of any length. Sometimes PCs get wounded quickly, no matter what kind of adventure you are playing (or any kind I would want to play). They want to heal to avoid going down rather than wait until after they do. Making that healing more efficient (I think) might free up the cleric player to be a healer but still be able to save his best spell slots for more interesting things. The effect of this rule would have been allow him to maybe only spend a first level spell slots, an HD and a bonus actions on healing word for 1d4+4+1d8+2 (ave 13) instead of a third level cure wounds and an action for 3d8+4 (ave 17.5). Seems like a fair trade-off to me. If he wanted more, he could use a 2nd level slot and 2 HD for 2d4+4+2d8+4 (22)...still only a bonus action so he could still attack or cast a cantrip. Or if he really wanted he could spend his action, a third level slot and 3 HD and get 3d8+4+3d8+6 (50.5...enough to fully heal most 5th level PCs...that seems a fair trade for highest level slot and more than half the wounded character's HD. Can't do it very often. To me, a PC with 5 HP but all his HD is not as badly wounded as one with maybe 15 hp and no HD. There is an internal reserve there and maybe healing (magic or otherwise) should let the PC tap into it. This reflects that. Hidden Shrine is a one-off from our normal campaign so I may try it out for the remaining portion just to see how it goes. [/QUOTE]
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House rule idea for healing to avoid "whack-a-mole"
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