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General Tabletop Discussion
*Dungeons & Dragons
Bloodied and Reduced Defenses
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<blockquote data-quote="Ruin Explorer" data-source="post: 7964954" data-attributes="member: 18"><p>Like a lot of others, assuming this applied to PCs as well, my main changes in behaviour would be:</p><p></p><p>1) Casting a lot more healing spells in combat to try and bump people back up from Bloodied, because that makes you really vulnerable, and being much more aggressive about ensuring everyone was on max HP before going into a combat.</p><p></p><p>2) Trying to burst creatures down to half HP as soon as possible, rather than waiting for half HP to bring out the big guns, because all abilities will be drastically more effective once they are at half HP. I believe this is directly the opposite of what you intend? CC spells I would hold back, but damage? Absolutely anything you could do to smash "big nasty" down to 50% HP as quickly as possible would be smart. THEN you roll out the CC spells to lock that guy down and chop him up.</p><p></p><p></p><p></p><p>Exactly, if anything this makes you want to burn auto-hit or likely-to-hit high-damage abilities right at the start. You only want to hold back stuff with a save, really, because -2 to a save is likely to have a bigger impact than -2 AC (given how you can often get Advantage on attack rolls, particularly, but it's extremely hard to inflict Disadvantage on saves).</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 7964954, member: 18"] Like a lot of others, assuming this applied to PCs as well, my main changes in behaviour would be: 1) Casting a lot more healing spells in combat to try and bump people back up from Bloodied, because that makes you really vulnerable, and being much more aggressive about ensuring everyone was on max HP before going into a combat. 2) Trying to burst creatures down to half HP as soon as possible, rather than waiting for half HP to bring out the big guns, because all abilities will be drastically more effective once they are at half HP. I believe this is directly the opposite of what you intend? CC spells I would hold back, but damage? Absolutely anything you could do to smash "big nasty" down to 50% HP as quickly as possible would be smart. THEN you roll out the CC spells to lock that guy down and chop him up. Exactly, if anything this makes you want to burn auto-hit or likely-to-hit high-damage abilities right at the start. You only want to hold back stuff with a save, really, because -2 to a save is likely to have a bigger impact than -2 AC (given how you can often get Advantage on attack rolls, particularly, but it's extremely hard to inflict Disadvantage on saves). [/QUOTE]
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Bloodied and Reduced Defenses
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