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Proposed Fix for Whack-a-Mole Healing
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<blockquote data-quote="Waterbizkit" data-source="post: 7074434" data-attributes="member: 6802604"><p>Lots of good suggestions here already so I'll try to just quickly rehash what I do. First thing is first, attack downed characters. One measly attack takes a downed character from three death saves down to just one, now they're looking at a single roll to decide their fate. And if the enemies have multi-attack... well... that's just going to be outright butchery. Often times this fear alone will ensure your players keep each other on their feet.</p><p></p><p>After this my next defence is simply not letting failed death saves reset until a short rest can be taken. Or get even nastier and require a HD to be spent to remove the failed death saves, but without regaining any HP. This forces the party to stop and consider their situation and their available resources. Some might dislike this sort of added attrition because it can encourage shorter adventuring days, but I don't typically have this issue because my players realize that I run my game worlds as places that keep moving along with or without the characters, so sometimes pushing on, even with depleted resources, can be the lesser of two evils.</p><p></p><p>All of that said, I've never had to actually fall back on the second option, simply attacking downed characters (when it makes sense of course) has been more than enough to make my players realize that being dropped in the middle of a battle is not a good place to be.</p></blockquote><p></p>
[QUOTE="Waterbizkit, post: 7074434, member: 6802604"] Lots of good suggestions here already so I'll try to just quickly rehash what I do. First thing is first, attack downed characters. One measly attack takes a downed character from three death saves down to just one, now they're looking at a single roll to decide their fate. And if the enemies have multi-attack... well... that's just going to be outright butchery. Often times this fear alone will ensure your players keep each other on their feet. After this my next defence is simply not letting failed death saves reset until a short rest can be taken. Or get even nastier and require a HD to be spent to remove the failed death saves, but without regaining any HP. This forces the party to stop and consider their situation and their available resources. Some might dislike this sort of added attrition because it can encourage shorter adventuring days, but I don't typically have this issue because my players realize that I run my game worlds as places that keep moving along with or without the characters, so sometimes pushing on, even with depleted resources, can be the lesser of two evils. All of that said, I've never had to actually fall back on the second option, simply attacking downed characters (when it makes sense of course) has been more than enough to make my players realize that being dropped in the middle of a battle is not a good place to be. [/QUOTE]
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