Flamestrike
Legend
Have an adjacent monster attack a downed PC.
After the first PC death, itll stop i assure you.
After the first PC death, itll stop i assure you.
Sounds interesting, but in combat healing is very purposefully designed to not keep up with incoming damage (without spending significant resources such as a high level slot(s), magic items, etc). This is in part to prevent grindy combats that are dragged out by healing effectively doubling or tripling the amount of HP opponents have to burn through to dispose of adversaries.
I can vouch for this method.Have an adjacent monster attack a downed PC.
After the first PC death, itll stop i assure you.
Healing word as a first level spell that heals 1d4+MOD plus whatever was absorbed beyond current hp by the inability to drop below zero is absurdly efficient. As long as it gets thrown out between a monster knocking Bob down and bob'a turn Bob doesn't even lose anything he was going to use... even the movement cost to stand only matters if Bob was going to runI don't understand the disdain for in-combat healing. Its purposefully inefficient to disincentivize it so that healing takes place outside of combat and whole actions aren't being used to do anything besides doing what's fun for more people: contributing through Spiritual Weapon, buffs, etc.
Cure Wounds is more efficient than Healing Word without question. The only thing HW has against CW is that HW is easier to use in-combat, but slot-to-slot comparisons show that its better to wait until after combat then heal your party.
Plus, Life Clerics heal plenty HP during in-combat actions that anyone dedicated to being a healbot is more than welcome to actually dedicate themselves to it rather than wanting to be both the best damage dealer and the best healers in the game at the same time.
I think this is a fine idea for people who want more cinematics at 0 hp, and it gives some progression to the death saves which I like. That said, I don't think it stops the whack a mole problem at all, assuming healing still brings you completely out of it.Solution: Change how you narrate and what happens mechanically at 0 hp. I'm doing incapacitated at 0 (no actions or reactions), stunned(1) if you fail a death save (incapacitated, can't move, speak falteringly), and unconscious if you fail a second death save.(2)
I think this is a fine idea for people who want more cinematics at 0 hp, and it gives some progression to the death saves which I like. That said, I don't think it stops the whack a mole problem at all, assuming healing still brings you completely out of it.
Maybe in very low levels like levels 1-3 where your character should only be using these spells for very clutch moments, but when you're level 5+ you'll have enough spell slots to cast out-of-combat healing and still have the slots for emergency pick-ups.Healing word as a first level spell that heals 1d4+MOD plus whatever was absorbed beyond current hp by the inability to drop below zero is absurdly efficient. As long as it gets thrown out between a monster knocking Bob down and bob'a turn Bob doesn't even lose anything he was going to use... even the movement cost to stand only matters if Bob was going to run