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*Dungeons & Dragons
Alternate solution: Whack-a-mole healing
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<blockquote data-quote="Blue" data-source="post: 8210121" data-attributes="member: 20564"><p>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.</p><p></p><p>Reaching back to one rule I enjoyed from 4e, the Healing Surge. We could add in the simple rule of:</p><p></p><p><span style="font-size: 18px"><span style="font-family: 'trebuchet ms'">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.</span></span></p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>This doesn't increase the total healing per day - you could be spending these during a short rest.</p><p></p><p>Now, <em>IF</em> you think this would lead to shortened adventuring days, you could also add in:</p><p></p><p><span style="font-size: 18px"><span style="font-family: 'trebuchet ms'">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.</span></span></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Blue, post: 8210121, member: 20564"] 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: [SIZE=5][FONT=trebuchet ms]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.[/FONT][FONT=book antiqua][/FONT][/SIZE] [FONT=georgia][/FONT] 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, [I]IF[/I] you think this would lead to shortened adventuring days, you could also add in: [SIZE=5][FONT=trebuchet ms]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.[/FONT][/SIZE] 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. [/QUOTE]
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Alternate solution: Whack-a-mole healing
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