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Proposed Fix for Whack-a-Mole Healing
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<blockquote data-quote="Redbadge" data-source="post: 7073859" data-attributes="member: 61463"><p>Hey, I'm not looking for a medieval life simulator like some, just a fantasy action simulator, so the bar's not high. However, I don't need to use the phrase "cognitive dissonance," it just seemed more specific than saying "does anybody else find this weird or in need of a fix."</p><p></p><p>Lot's of good suggestions here, but most go further than I actually need. I don't necessarily want to punish a character for falling unconscious (or reward them for not falling unconscious); I like the idea of a timely heal bringing a downed fighter back from the brink so he can make the difference in one final push. I guess I'm just experiencing the side effect of missing negative hit points, although I definitely wouldn't want to bring them back. It seems like nothing else has really stepped in to fill that void where the excess damage past 0 matters for the monsters (other than the instant death rule).</p><p></p><p>I think exhaustion each time is a little punishing (since we only remove 1 level each day), but the death saving throws not resetting until a short rest does seem promising, and coupled with the threat of attacking a downed character might provide enough incentive to help mitigate the cogni..., I mean this one thing I find weird and want to fix. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Redbadge, post: 7073859, member: 61463"] Hey, I'm not looking for a medieval life simulator like some, just a fantasy action simulator, so the bar's not high. However, I don't need to use the phrase "cognitive dissonance," it just seemed more specific than saying "does anybody else find this weird or in need of a fix." Lot's of good suggestions here, but most go further than I actually need. I don't necessarily want to punish a character for falling unconscious (or reward them for not falling unconscious); I like the idea of a timely heal bringing a downed fighter back from the brink so he can make the difference in one final push. I guess I'm just experiencing the side effect of missing negative hit points, although I definitely wouldn't want to bring them back. It seems like nothing else has really stepped in to fill that void where the excess damage past 0 matters for the monsters (other than the instant death rule). I think exhaustion each time is a little punishing (since we only remove 1 level each day), but the death saving throws not resetting until a short rest does seem promising, and coupled with the threat of attacking a downed character might provide enough incentive to help mitigate the cogni..., I mean this one thing I find weird and want to fix. :) [/QUOTE]
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Proposed Fix for Whack-a-Mole Healing
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