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General Tabletop Discussion
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How to buff healing, make it reliable and discourage whack-a-mole?
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<blockquote data-quote="DEFCON 1" data-source="post: 9220519" data-attributes="member: 7006"><p>This is probably just on me and my comprehension of what you wrote... but I don't know what your "real life" players at the table have to do with the conversation regarding in-game narrative and mechanics? Unless you are suggesting that the game <em>needs</em> a narrative on top of the mechanics just to keep players interested in playing the game? But if that's the case... my suggestion still does that-- it just changes the in-game narrative of "unconscious" to some other in-game narrative state ("stunned", "overwhelmed" or whatever word you want to use.) So there's still a narrative to go along with the mechanics to keep players interested... it's just changed away from someone being constantly knocked out and then woken up repeatedly.</p><p></p><p>But I guess that perhaps the suggestion I had made in my post does not solve your specific issue of what "yo-yoing" is? I was speaking of more general player assumptions and not addressing any one specific person's problems, so yeah, my post doesn't do you any good. So for you in particular thus maybe that it's not the narrative problem of the in-game characters being knocked out then waking up then getting knocked out again then waking up again throughout a combat that is the issue, but rather the out-of-game idea of players (through their characters) losing their turn (IE going to 0 HP), then having someone give them their turn back (IE "healing" them), then them losing their turn again potentially almost immediately (IE getting knocked down to 0 HP again) and so forth? Because that's all what going to 0 HP is mechanically-- a players loses their turn.</p><p></p><p>So if that's the issue you're wishing to fix, where indeed it's a mechanical thing where you'd prefer a state that when a character is given their turn back via "healing" they won't lose it again until several potential turns later... then you are absolutely correct, the suggestion I gave won't help that at all. Fair enough! And that indeed a larger "heal" would need to occur when a character is at 0 HP in order to give that player a couple more turns of actions for their character before potentially "losing their turn" again.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9220519, member: 7006"] This is probably just on me and my comprehension of what you wrote... but I don't know what your "real life" players at the table have to do with the conversation regarding in-game narrative and mechanics? Unless you are suggesting that the game [I]needs[/I] a narrative on top of the mechanics just to keep players interested in playing the game? But if that's the case... my suggestion still does that-- it just changes the in-game narrative of "unconscious" to some other in-game narrative state ("stunned", "overwhelmed" or whatever word you want to use.) So there's still a narrative to go along with the mechanics to keep players interested... it's just changed away from someone being constantly knocked out and then woken up repeatedly. But I guess that perhaps the suggestion I had made in my post does not solve your specific issue of what "yo-yoing" is? I was speaking of more general player assumptions and not addressing any one specific person's problems, so yeah, my post doesn't do you any good. So for you in particular thus maybe that it's not the narrative problem of the in-game characters being knocked out then waking up then getting knocked out again then waking up again throughout a combat that is the issue, but rather the out-of-game idea of players (through their characters) losing their turn (IE going to 0 HP), then having someone give them their turn back (IE "healing" them), then them losing their turn again potentially almost immediately (IE getting knocked down to 0 HP again) and so forth? Because that's all what going to 0 HP is mechanically-- a players loses their turn. So if that's the issue you're wishing to fix, where indeed it's a mechanical thing where you'd prefer a state that when a character is given their turn back via "healing" they won't lose it again until several potential turns later... then you are absolutely correct, the suggestion I gave won't help that at all. Fair enough! And that indeed a larger "heal" would need to occur when a character is at 0 HP in order to give that player a couple more turns of actions for their character before potentially "losing their turn" again. [/QUOTE]
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How to buff healing, make it reliable and discourage whack-a-mole?
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