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Proposed Fix for Whack-a-Mole Healing
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<blockquote data-quote="Fanaelialae" data-source="post: 8399057" data-attributes="member: 53980"><p>As I already addressed in my previous post, heal from zero analysis like yours completely fails to consider the scenario where a character loses a turn because they went down and would get their turn before the healer. Losing an entire PC's turn is a very high cost. Moreover, a PC going down can mean that the monsters move onto softer targets, which is also a high cost, as that can rapidly devolve into a TPK. </p><p></p><p>Even in the RAW game, preemptive healing is often a good idea. It's simply that the healing spells available often don't provide sufficient healing. If I can be reasonably confident that healing the fighter will keep him up for another round, it's worth it. On the other hand, if I'm reasonably confident that it won't, healing him is a waste. </p><p></p><p>With a few exceptions, in combat healing in 5e has fairly high uncertainty, when compared to the high damage values that most monsters can output. This in turn pushes up the value of healing at 0, because there is a high degree of certainty there. However, let's just imagine that Healing Word healed a character to full. In most cases, it would be a bad idea to let someone go to zero. You'd want them to go as low as possible without hitting zero, because that would be the sweet spot for such a spell. All the benefits with none of the drawbacks.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 8399057, member: 53980"] As I already addressed in my previous post, heal from zero analysis like yours completely fails to consider the scenario where a character loses a turn because they went down and would get their turn before the healer. Losing an entire PC's turn is a very high cost. Moreover, a PC going down can mean that the monsters move onto softer targets, which is also a high cost, as that can rapidly devolve into a TPK. Even in the RAW game, preemptive healing is often a good idea. It's simply that the healing spells available often don't provide sufficient healing. If I can be reasonably confident that healing the fighter will keep him up for another round, it's worth it. On the other hand, if I'm reasonably confident that it won't, healing him is a waste. With a few exceptions, in combat healing in 5e has fairly high uncertainty, when compared to the high damage values that most monsters can output. This in turn pushes up the value of healing at 0, because there is a high degree of certainty there. However, let's just imagine that Healing Word healed a character to full. In most cases, it would be a bad idea to let someone go to zero. You'd want them to go as low as possible without hitting zero, because that would be the sweet spot for such a spell. All the benefits with none of the drawbacks. [/QUOTE]
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Proposed Fix for Whack-a-Mole Healing
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