Blue
Ravenous Bugblatter Beast of Traal
I don't have a problem with Whack-a-mole healing in the games I play or run - I like keeping the players all engaged. But I understand how many don't like like it. Often a solution is to penalize a character for going down but that is trying to solve the wrong problem. Whack-a-mole healing happens because the rules reward it. Because you get more for the same healing spell - a 4 HP Healing Word won't prevent a character with 6 HPs from going down to 12 points of damage, but will stand them back up. So the solution is to create a larger reward for healing while they are still standing to incentivize that behavior instead.
Reaching back to one rule I enjoyed from 4e, the Healing Surge. We could add in the simple rule of:
When a conscious character receives healing, they may also opt to spend Hit Dice for additional healing, up to the number of dice of the healing effect. If the effect heals a static amount, it is instead 1 HD per 10 points healed.
So get hit with a 1st level Cure Wounds for d8+ability, you can spend a HD. An upcast 3rd level Healing Word for 3d4+ability could let you spend 3 HD - finally it isn't lackluster when upcast. That same slot on a Mass Healing Word could let up to six targets spend a HD for additional healing - because that spell is only d4+ability mod so it's only healing each person a bit.
And this would work for other healing. The Healer feat which works once per rest on a character. Second Wind. Healing Potions. Lay-on-hands (this and the Heal spell are why there's the second part).
This doesn't increase the total healing per day - you could be spending these during a short rest.
Now, IF you think this would lead to shortened adventuring days, you could also add in:
During a short rest, you may spend one Hit Die for free. The amount it heals can not exceed the amount of damage taken since last short rest.
This gives extra healing, but you can't take back to back short rests and get more free healing. This is a power up from baseline, so be sure to make the challenges a bit tougher, especially stand-along hazards that do damage that are supposed to be attrition.
Reaching back to one rule I enjoyed from 4e, the Healing Surge. We could add in the simple rule of:
When a conscious character receives healing, they may also opt to spend Hit Dice for additional healing, up to the number of dice of the healing effect. If the effect heals a static amount, it is instead 1 HD per 10 points healed.
So get hit with a 1st level Cure Wounds for d8+ability, you can spend a HD. An upcast 3rd level Healing Word for 3d4+ability could let you spend 3 HD - finally it isn't lackluster when upcast. That same slot on a Mass Healing Word could let up to six targets spend a HD for additional healing - because that spell is only d4+ability mod so it's only healing each person a bit.
And this would work for other healing. The Healer feat which works once per rest on a character. Second Wind. Healing Potions. Lay-on-hands (this and the Heal spell are why there's the second part).
This doesn't increase the total healing per day - you could be spending these during a short rest.
Now, IF you think this would lead to shortened adventuring days, you could also add in:
During a short rest, you may spend one Hit Die for free. The amount it heals can not exceed the amount of damage taken since last short rest.
This gives extra healing, but you can't take back to back short rests and get more free healing. This is a power up from baseline, so be sure to make the challenges a bit tougher, especially stand-along hazards that do damage that are supposed to be attrition.