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Alternate solution: Whack-a-mole healing
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<blockquote data-quote="Blue" data-source="post: 8210189" data-attributes="member: 20564"><p>It's a team game, and one with a lot of randomness. It is almost never a single PC's fault they reach zero. And if it is, it's often because they are serving an altruistic role like tank and inviting the attacks so others don't take them.</p><p></p><p>As such, penalizing a single player (by having them sit idle) for either team actions or for playing altruistically is exactly wrong. While I understand that some tables find no problems in penalizing the player for this, it will never be on my table so not part of any house rule suggestion I make.</p><p></p><p></p><p></p><p>Which, as listed is the <em>actual</em> problem - healing is more effective after dropping, so the rules encourage that behavior.</p><p></p><p>Now, you could bring back negative HPs, to make them both equal and then rely on players not wanting to drop. But that doesn't address how anemic healing in 5e is compared to damage (compare Cure Wounds and Inflict Wounds), so it is still not fully solving the problem.</p><p></p><p>To restate: <em>any solution that does not address both low 5e healing values and healing-from-zero as more efficient is not actually addressing the problem</em>, it's at best a band-aid dealing with a symptom.</p><p></p><p></p><p></p><p>See, this is a good example of partially dealing with low 5e healing. Though doing it with damaging spells breaks the game, and lower level spells upcast needs to be less powerful than a higher level spell cast on level otherwise both spells known and multiclassing breaks, but that's a different conversation that I don't want to derail this conversation with it.</p></blockquote><p></p>
[QUOTE="Blue, post: 8210189, member: 20564"] It's a team game, and one with a lot of randomness. It is almost never a single PC's fault they reach zero. And if it is, it's often because they are serving an altruistic role like tank and inviting the attacks so others don't take them. As such, penalizing a single player (by having them sit idle) for either team actions or for playing altruistically is exactly wrong. While I understand that some tables find no problems in penalizing the player for this, it will never be on my table so not part of any house rule suggestion I make. Which, as listed is the [I]actual[/I] problem - healing is more effective after dropping, so the rules encourage that behavior. Now, you could bring back negative HPs, to make them both equal and then rely on players not wanting to drop. But that doesn't address how anemic healing in 5e is compared to damage (compare Cure Wounds and Inflict Wounds), so it is still not fully solving the problem. To restate: [I]any solution that does not address both low 5e healing values and healing-from-zero as more efficient is not actually addressing the problem[/I], it's at best a band-aid dealing with a symptom. See, this is a good example of partially dealing with low 5e healing. Though doing it with damaging spells breaks the game, and lower level spells upcast needs to be less powerful than a higher level spell cast on level otherwise both spells known and multiclassing breaks, but that's a different conversation that I don't want to derail this conversation with it. [/QUOTE]
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Alternate solution: Whack-a-mole healing
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