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Proposed Fix for Whack-a-Mole Healing
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<blockquote data-quote="pming" data-source="post: 8399624" data-attributes="member: 45197"><p>Hiya!</p><p></p><p>Institute a "one-magical healing per hour" rule. Any more than that and the character risks DEATH! Make it a base DC with an semi-random increasing DC. Con Save vs DC 10 + the base die of damage that took him down (e.g., if it was a monsters Claw for 1d8+4, then it's +d8; if a knife for 1d4; it'd +d4; etc). The next time magic is used to heal in that hour window, it's DC 12 + base die; then DC 14, 16, 18, etc).</p><p></p><p>Another possible means, and less book-keeping, would be that every time you get to 0 hp, you take one level of Fatigue. Simple and gives the Players an incentive to NOT want to hit 0.</p><p></p><p>Another one, which someone mentioned right away, was when you hit 0hp you go unconscious and don't regain consciousness for X amount of time. I'd go with 1d6 rounds and make that a secret DM die roll (obviously!)...THEN you wake up with the HP's in healing....but UNTIL you wake up, you DO NOT have those HP's! Meaning you are still, 'technically' at 0hp... with all that entails (coup de grais for example).</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 8399624, member: 45197"] Hiya! Institute a "one-magical healing per hour" rule. Any more than that and the character risks DEATH! Make it a base DC with an semi-random increasing DC. Con Save vs DC 10 + the base die of damage that took him down (e.g., if it was a monsters Claw for 1d8+4, then it's +d8; if a knife for 1d4; it'd +d4; etc). The next time magic is used to heal in that hour window, it's DC 12 + base die; then DC 14, 16, 18, etc). Another possible means, and less book-keeping, would be that every time you get to 0 hp, you take one level of Fatigue. Simple and gives the Players an incentive to NOT want to hit 0. Another one, which someone mentioned right away, was when you hit 0hp you go unconscious and don't regain consciousness for X amount of time. I'd go with 1d6 rounds and make that a secret DM die roll (obviously!)...THEN you wake up with the HP's in healing....but UNTIL you wake up, you DO NOT have those HP's! Meaning you are still, 'technically' at 0hp... with all that entails (coup de grais for example). ^_^ Paul L. Ming [/QUOTE]
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Proposed Fix for Whack-a-Mole Healing
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