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*Dungeons & Dragons
Alternate solution: Whack-a-mole healing
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<blockquote data-quote="Lanefan" data-source="post: 8210555" data-attributes="member: 29398"><p>Or because the opponents are smart enough to spiral on the character they see as the greatest threat...</p><p></p><p>Which brings about a truly bizarre risk-reward dynamic: the player who intentionally puts her character at risk to take one for the team is rewarded by having the consequences of that risk - and thus the degree of risk itself - reduced or even eliminated!</p><p></p><p>And the best fix is to go exactly the opposite direction from just about every other suggestion thus far: make it that healing someone who's at 0 <em>has no effect except to prevent death</em> - i.e. you're stabilized, no more death saves required, and that's it. You're still at 0, you're still down, and basic healing ain't gonna help otherwise for x-amount of time (I suggest ten minutes). Very high level healing or curative effects might bypass this delay.</p><p></p><p>Put another way: if you go down you're staying down, giving strong encouragement to prevent yourself and-or your allies from dropping in the first place.</p><p></p><p>Hmmmm...never thought of it this way before but I wonder if that's an intentional design decision: to reduce reliance on healers (or healbots) by making healing generally less effective than resting as a means of h.p. recovery.</p><p></p><p>Increasing the healing values just serves to make a game that's already pretty easy on its players/PCs (relative to other D&D editions) even easier. Is that the result you want?</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8210555, member: 29398"] Or because the opponents are smart enough to spiral on the character they see as the greatest threat... Which brings about a truly bizarre risk-reward dynamic: the player who intentionally puts her character at risk to take one for the team is rewarded by having the consequences of that risk - and thus the degree of risk itself - reduced or even eliminated! And the best fix is to go exactly the opposite direction from just about every other suggestion thus far: make it that healing someone who's at 0 [I]has no effect except to prevent death[/I] - i.e. you're stabilized, no more death saves required, and that's it. You're still at 0, you're still down, and basic healing ain't gonna help otherwise for x-amount of time (I suggest ten minutes). Very high level healing or curative effects might bypass this delay. Put another way: if you go down you're staying down, giving strong encouragement to prevent yourself and-or your allies from dropping in the first place. Hmmmm...never thought of it this way before but I wonder if that's an intentional design decision: to reduce reliance on healers (or healbots) by making healing generally less effective than resting as a means of h.p. recovery. Increasing the healing values just serves to make a game that's already pretty easy on its players/PCs (relative to other D&D editions) even easier. Is that the result you want? [/QUOTE]
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Alternate solution: Whack-a-mole healing
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