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General Tabletop Discussion
*Dungeons & Dragons
Proposed Fix for Whack-a-Mole Healing
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<blockquote data-quote="Tony Vargas" data-source="post: 7077565" data-attributes="member: 996"><p>I'm also struck by some of the solutions following a pattern:</p><p></p><p>1) Notice whack-a-mole healing is happening.</p><p>2) 'punish' the healer's behavior by heaping horrid consequences on his allies.</p><p></p><p>Whack-a-mole happens in 5e because of heal-from-0 and fast-combat tuning. </p><p>Heal-from-0 simply makes it more efficient to let an ally drop, then heal him, because you're negating more of the enemy's damage. </p><p>Fast combat means every action counts because there just aren't going to be that many before one side or the other is dead, and every action better go towards assuring you aren't that side, if you spend a turn healing, even if you also get to bop something because you used healing word, it might not speed the party to victory as fast as a better offensive or buffing use of that same spell slot. </p><p></p><p>So, you resort to healing only when allies drop (and just enough to let them take their next turn, because it's unlikey the combat'll go a whole lot more turns), otherwise, make the best possible use of your turn.</p><p>Yeah, you're risking your ally's life and possibly costing him some movement for standing up, and an object interaction for picking up anything he may have dropped - but that's weighed against your actions and your spell slots, and, let's face it, new allies aren't hard to come by, in AL, they'll just be raised by their faction, anyway.</p><p></p><p>Don't want slightly tougher combats to degenerate into whack-a-mole, change heal-from-0 (simply make it heal-from-negatives, for instance), and mess with the expectation of fast combat.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7077565, member: 996"] I'm also struck by some of the solutions following a pattern: 1) Notice whack-a-mole healing is happening. 2) 'punish' the healer's behavior by heaping horrid consequences on his allies. Whack-a-mole happens in 5e because of heal-from-0 and fast-combat tuning. Heal-from-0 simply makes it more efficient to let an ally drop, then heal him, because you're negating more of the enemy's damage. Fast combat means every action counts because there just aren't going to be that many before one side or the other is dead, and every action better go towards assuring you aren't that side, if you spend a turn healing, even if you also get to bop something because you used healing word, it might not speed the party to victory as fast as a better offensive or buffing use of that same spell slot. So, you resort to healing only when allies drop (and just enough to let them take their next turn, because it's unlikey the combat'll go a whole lot more turns), otherwise, make the best possible use of your turn. Yeah, you're risking your ally's life and possibly costing him some movement for standing up, and an object interaction for picking up anything he may have dropped - but that's weighed against your actions and your spell slots, and, let's face it, new allies aren't hard to come by, in AL, they'll just be raised by their faction, anyway. Don't want slightly tougher combats to degenerate into whack-a-mole, change heal-from-0 (simply make it heal-from-negatives, for instance), and mess with the expectation of fast combat. [/QUOTE]
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Proposed Fix for Whack-a-Mole Healing
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