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D&D 5E Bouncing heroes and healing tweaks

MoonSong

Rules-lawyering drama queen but not a munchkin
I think I got it. If the problem is healing is inefficient for an action, then make it so that healing contributes to damage. Like "Cure wounds: Target heals 1d8+spell bonus, if the target is conscious add 1d8 to all damage rolls that creature makes during their next turn, if the target is unconscious this spell only heals 1 hp. At higher levels, add 1d8 to the amount healed and extra damage for each spell level over 1"
 

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Saeviomagy

Adventurer
They also seem to get too stingy regarding using resources in a significant manner to make healing effective, even when, by the end of the day, they still have a lot of resources remaining. They do not shy out of burning resources to do pornographic amounts of damage, though....
Yeah, it can be easy to get blinkered into forgetting anything other than dps .
It does get annoying when they are deep into the sixth or seventh encounter in the day (pretty much getting to the end of the dungeon already) and by the last rounds of combat the "bouncing" starts. And then, when combat ends, I get some players complaining about just that, which I do understand, the narrative gets really weird when this happens, and the scene as a whole is ugly.
If the problem is just wonky narrative, you could always make zero hitpoints less punitive, or implement some sort of choice. Something like 3e where you can choose to continue acting in a reduced manner, but suffer a failed death save. Something as simple as "while bleeding out, you can crawl 1 square" moves 0 hps from "unconscious" to "at the edge of your limits", which reduces the 'feel' of 'bouncing'.

You could go a little bit further in the direction of that and re-introduce 4e's 'bloodied' condition, complete with monster powers that target bloodied foes: you still have a desire to not lose hitpoints, it's just that the threshold is higher and the penalties are different, while the narrative is perhaps more easy to accept.
I know I have been playing way longer and way more often than most of my players, and I am starting to realize that maybe I should just soften the game. But then again I get second thoughts about that, as I already feel my game is not really very challenging (even though they keep on dying stupidly) and to lower the bar could lead to a game without that tension that makes the combats interesting. Do you get what I mean?

On the other hand, I could just assume their tactics as they are, and throw in encounters accordingly. I am not sure how to achieve that, though. I mean, what exactly should I adjust in the encounters to take into account that the party in general refuses to back down to defend or heal, even though they have invested classes, levels, spell selection, etc., to have all the resources for that?
Well, playing to their strengths will make them feel good: fights that have damage races are good ideas. Monsters that grow more powerful with time, rituals that must be disrupted via destruction before they complete, fast regenerating enemies will all suit that. Scenarios where there is a need for damage in order to prevent incoming damage or events.

You can also encourage them to use some of their defensive resources with fights that telegraph a need to defend for part of the fight. Switching around dragon breath so that you can tell they're going to do it on their next turn, foes that wind up for big hits, environmental effects with obvious wind-ups, or that deal gradual damage over a period of rounds, but have points where they stop to allow offense to continue.

You don't need to make every fight like that, but some set pieces can be nice.
They take for granted that the best defense is a strong offense. When this is the case, the battles run really well, but when this is not the case, then bad things happen, and it is not because the game difficulty has changed, but because the challenge is different.
Keep up the different challenges, and make sure you give the players information during or prior to the challenge to indicate that the typical tactics might not work.
A little bit off-topic, but still somewhat related, this eagerness to go full offense also has other consequences. For instance, some of the players specialize in nova-alpha attacks. Sometimes it happens that they discharge such a huge amount of damage in round 1 that the enemies, without knowing what will come next, simply flee, or start using skirmish tactics, which the group hates to handle. It is funny for me because they really like to kill all opposition, to be sure not to need to handle it again later, but more often than not they fail to reach this objective just because of this tactic, and sometimes they even lose very important objectives because of that too, as the enemy doesn't even bother to keep on an already lost battle and escapes with some important item/info/MacGuffin. They point out that they understand the enemy is just reacting to their chosen approach, but nonetheless complain that this converts fights into desperate chases. Then I get puzzled that they know the cause of their problem but they can't help themselves just doing that again on the next opportunity.
I guess the best you can do is point out to them what happened last time before they take such an action. They might just be forgetting in the heat of battle.
 

hastur_nz

First Post
I think D&D, from at least 4e through to 5e, definitely favours offense not healing, as an optimal strategy. So what you see is pretty common, although the level of 'plough on even if we might be losing' can vary. Remember, what's obvious to you isn't necessarily obvious at all to the PC's, until someone falls down, at which most players who are conditioned to favour attack over healing, will simply 'double down' on their attempts to 'win through attack'.

Anyway, I haven't tested this, but here's an idea I'm about ready to try out:

When a PC (or NPC/Monster at DM's discretion) reaches 0 hp, it is rendered Prone and Incapacitated, and must start making Death Saves as per standard 5e rules.
On a first failed Death Save, the character is rendered Prone and Stunned.
On a second failed Death Save, the character is rendered Prone and Unconscious.
On a third failed Death Save, the character is Dead.

Optional Variant: the PC could take an Action or Reaction, but after that's resolved they immediately fail a Death Save.

NB: the character is Prone, mostly to give them a chance of being "left for dead", rather than "smashed to death before they even hit the ground".

The idea is to not render the fallen PC completely helpless, but give them a chance to help themself in some way e.g. crawl away, grab a potion, etc.

You may or may not also want to let PC's expend Hit Dice as a standard action, ala 4e Healing Surges.
 

Fanaelialae

Legend
I think D&D, from at least 4e through to 5e, definitely favours offense not healing, as an optimal strategy. So what you see is pretty common, although the level of 'plough on even if we might be losing' can vary. Remember, what's obvious to you isn't necessarily obvious at all to the PC's, until someone falls down, at which most players who are conditioned to favour attack over healing, will simply 'double down' on their attempts to 'win through attack'.

Anyway, I haven't tested this, but here's an idea I'm about ready to try out:

When a PC (or NPC/Monster at DM's discretion) reaches 0 hp, it is rendered Prone and Incapacitated, and must start making Death Saves as per standard 5e rules.
On a first failed Death Save, the character is rendered Prone and Stunned.
On a second failed Death Save, the character is rendered Prone and Unconscious.
On a third failed Death Save, the character is Dead.

Optional Variant: the PC could take an Action or Reaction, but after that's resolved they immediately fail a Death Save.

NB: the character is Prone, mostly to give them a chance of being "left for dead", rather than "smashed to death before they even hit the ground".

The idea is to not render the fallen PC completely helpless, but give them a chance to help themself in some way e.g. crawl away, grab a potion, etc.

You may or may not also want to let PC's expend Hit Dice as a standard action, ala 4e Healing Surges.

Incapacitated prevents you from using actions/reactions, so how would the PC drink the potion after being downed. And while you could crawl away, doing so will provoke one or more OAs with advantage in most cases, making it a poor choice. The only real benefit that I can see is that the first two times an enemy hits you after you are downed, it's not an automatic crit, meaning they have to hit you three times to coup de grace you.
 

Tony Vargas

Legend
I think D&D, from at least 4e through to 5e, definitely favours offense not healing, as an optimal strategy.
At least, indeed. It easily goes back to 2e, if not mid 1e, and likely peaked with the 'rocket tag' of 3.5, too. Once you got weapon (double)specialization and TWFing/Archery going in AD&D, DPR could be out of control even at low level, and at mid-high level uncapped damage/level spells also became overwhelming offense. Not to mention the crazy magic items. In 3.x, though, untouchable optimized save-or-die DCs really made offense king. At the same time it made out-of-combat healing a trivial resource. So, spell slots for novas in combat, healing relegated to wand-tapping after combat.
What 4e & 5e did a little differently was give you some option to heal while still contributing offense. All 4e leaders could minor-action heal 2/encounter, while pulling out any of their attacks in the same round, and attacks with healing riders were very common for them, and attack-plus-self-healing was out there for other roles, too, particularly defenders. 5e retained Healing Word and (for the Fighter) Second Wind from all that, so it's there, but both are relatively weak healing, and Healing Word limits the offense you can use in the same round.
Arguably, outside of the earliest editions at the lowest levels, offense has always been king, even when healing was a necessity. Maybe, briefly, in 4e, offense became more nuanced with longer, more cooperative/dynamic 'tactical' combats (a reaction to 3e 'static combat' and rocket tag), but 5e's back to the D&D norm that way.
Remember, what's obvious to you isn't necessarily obvious at all to the PC's, until someone falls down, at which most players who are conditioned to favour attack over healing, will simply 'double down' on their attempts to 'win through attack'.
Good point.

When a PC (or NPC/Monster at DM's discretion) reaches 0 hp, it is rendered Prone and Incapacitated, and must start making Death Saves as per standard 5e rules.
On a first failed Death Save, the character is rendered Prone and Stunned.
On a second failed Death Save, the character is rendered Prone and Unconscious.
On a third failed Death Save, the character is Dead.
Incapacitated vs Stunned vs Unconscious may not often make a big difference, but I like the progression...

Optional Variant: the PC could take an Action or Reaction, but after that's resolved they immediately fail a Death Save.
Definitely like that, dramatic/heroic.

You may or may not also want to let PC's expend Hit Dice as a standard action, ala 4e Healing Surges.
Could be helpful, or give them the option to add HD to the amount recovered when healed in combat. I proposed up to 1 HD per spell level...
 
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Corwin

Explorer
I also find the ease of using range weapons and spells with little consequence a poor design chouce that once again makes dex the uber stat.
I've recently been considering a possible new houserule on this very same front:

When you make a ranged attack or cast a spell, while an enemy is withing melee range of you, that enemy gets to choose between forcing you to make your roll at disadvantage as normal--or--they can instead choose to make an opportunity attack. Their choice.

The thinking being, they are either focusing on attempting to disrupt your aim, or they are taking the opportunity to strike while your guard is down.

It's still in the preliminary consideration zone. Untested. So not sure about it yet.
 

S'mon

Legend
It isn't very similar though. In AD&D, you can withdraw and attack somebody else. In real life, you can do the same. In 5E, you can't.

In my subjective impression of real life, you can't ignore opponent A and go attack opponent B without leaving yourself open to opponent A. I'd disagree. Also in 1e AD&D (don't recall 2e) you can only move 10' and attack at all, unless you Charge. In 5e you can move between opponents over 10' apart if you want (unlike AD&D) but those you leave get a free attack. So this all seems wrong.

I'm more bugged by the Dash action to run away letting opponents you're fleeing from get a free
attack on you, it doesn't make sense to me or to Lindybeige - https://www.youtube.com/watch?v=1z078XzvFmY - I think a house rule that Dash does not provoke OAs from any opponents you were in contact with before taking Dash action would fix that. It would also be more plausible if using bows halved your move speed; either that or bring back a Charge action. Otherwise it's too easy for fast archers to backpedal away from melee opponents. But these are all areas where added realism may not be worth the added complexity.
 

In my subjective impression of real life, you can't ignore opponent A and go attack opponent B without leaving yourself open to opponent A. I'd disagree. Also in 1e AD&D (don't recall 2e) you can only move 10' and attack at all, unless you Charge. In 5e you can move between opponents over 10' apart if you want (unlike AD&D) but those you leave get a free attack. So this all seems wrong.

In real life, you can withdraw from A and attack B, unless A follows. (A might be busy fighting C, who is also on your team, but you want to take down B before B can kill P, the princess.) AD&D (2nd edition) handles this case by saying that A can follow if they desire.

My recollection of 2nd edition is that you can either move half speed and attack (which includes Withdrawing at 1/3 speed to avoid free attacks), or you can Charge (obviously incurring free attacks there and I think only getting a single attack of your own). That seems reasonable to me, given the whole paradigm of one-minute rounds: if you move at full speed, you're not actually there long enough to make enough thrusts/counter-parries/etc. to justify an attack roll. (Whether the one-minute round paradigm is actually reasonable is a different matter.)

I'm more bugged by the Dash action to run away letting opponents you're fleeing from get a free
attack on you, it doesn't make sense to me or to Lindybeige - https://www.youtube.com/watch?v=1z078XzvFmY - I think a house rule that Dash does not provoke OAs from any opponents you were in contact with before taking Dash action would fix that. It would also be more plausible if using bows halved your move speed; either that or bring back a Charge action. Otherwise it's too easy for fast archers to backpedal away from melee opponents. But these are all areas where added realism may not be worth the added complexity.

I hadn't thought about that, but that actually makes sense. Lindybiege's argument suggests that you could just abolish opportunity attacks entirely. Of course, you could also interpret Lindybiege's argument as saying that human armies spend most of their time out of melee reach of the enemy, jockeying for position and Readying attacks instead of making Attack actions.
 
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Barolo

First Post
I guess I will try initially to just stick with the book, and show the danger of disregarding a fallen ally by making an enemy finish them on the ground. I will not use that in any fight, but will wait until they get to one against smart foes, who can plausibly respond to their preferred "whack-a-mole healing" tactic. Hopefully, it won't take more than one casualty.

Just some comments:

Yes, I've even gone there. I've also consistently seen it backfire. You make a huge deal out of once-in-a-campaign-level resurrection, and, then that PC just up and dies again out of the blue, or another PC as or more deserving/central-to-the-plot/whatever does, or the player moves away or otherwise becomes unavailable.

I think I miss-expressed myself somehow. In our table, we don't care if someone dies out of the blue and there is no way to bring them back, and I specially do not care if someone central to the plot meets their maker before time. S*** happens, that's fine. What bothers the table is when resurrection is "normal" or does not cost a whole deal (and I do not mean in GPs, but in risks), because the whole world-building gets more complicated in order to accommodate easy resurrection and making sense in general. And it also bothers if someone dies in an easy fight and it was not just cheer bad luck and bad calls from the "victimized" player, but a result of complete recklessness from the rest of the group, as this can be upsetting between them on a more personal level.

That can tend to get you a game of Paranoid Fantasy Roleplaying rather than Heroic Fantasy Roleplaying - "not that there's anything wrong with that..." ;P

Well, my players are not really in need of walking around pocking every in with a long pole, by no means. But we do reserve ourselves the option of including in our games some extreme-risk/extreme-reward scenarios every now and then. We find these scenarios suit well the trope we aim for, and do not find it necessary to go all the way 5e did getting (almost?) totally rid of them.


"Whack-a-mole healing," we call it. It's always been an issue in any past edition or variant that had any dying options beyond instant-death-at-0-hps, because healing an ally in combat could always be 'wasted' if that ally didn't take any more damage that fight. Heal-from-0 and very generous dying rules (being dropped is even less life-threatening in 5e than it was in 4e), certainly build upon that incentive to a greater degree than ever, though.

Thank you very much for bringing the common slang, "whack-a-mole healing". I was aware there was a specific term used around, but I completely forgot it. Before I started the thread, I even tried to find it without success.

Then once someone is dropped they can forget about being healed, because it's a 'wasted' action in the action economy (and a wasted slot), and the efficient way to go is to let the ally recover using HD after the fight. Trying to heal to stay ahead of enemy damage is also still a losing proposition, so, again, full-on offense would seem like the winning strategy, leading to rollovers that don't feel 'dangerous,' leading to the DM upping the difficulty...

Yes, that's why I come here to post. I might miss some ramifications of my ideas, and other people notice and bring them to light.

I might say, though, that even with the somewhat weak healing of 5e, it is not always a losing proposition to heal. There are some good cases when healing does come ahead. This might happen when the enemy has better defensive capabilities (high AC, resistances, defensive reactions, evasion, good saves) that reduce overall damage output from the party, making offense weaker than what the numbers would suggest in the first place, combined with the adventuring group itself also having good defenses (here mostly represented by high AC, HAM at lower levels, barbarians halving all damage but still getting full heal, etc.). These cases do occur often enough when I am running the game for my friends that they would be better off reacting accordingly than just sticking to what works on the other more common encounters.


She may not have been that wrong, if no one else could heal.

There are other consequences to this kind of behavior. Half of the party (mostly the other front-lines) eventually disregarded her healing capabilities as something they should never take into account when deciding which strategy they would partake at all. This lack of confidence on a part member hurts the game in general.

6-8 hps making a difference vs the damage dished out by a giant?

It is not enough to absorb even one full hit, for sure. But as I mentioned, the players get the average damage output of the enemies as the fight unfolds, along with other information. They did see that the rogue would almost surely avoid one attack by using uncanny dodge, but his HPs would not be enough to absorb a second hit. 6-8 HPs were most likely enough to keep him on his toes for an extra round, which would definitely have been more effective, as the rogue's attack was way superior.

Assuming no healing... That depends on the damage output of the enemy, too. If the healing buys an ally an extra round of attacking, and the ally is about twice as good at attacking as you would have been attacking with the same-level slot, maybe. If the heal stands a decent chance of making no difference (you don't know which wounded ally is going to be attacked next, heal one, and the other gets dropped, for instance, or you heal an ally and the next hit drops him, anyway).

Which just reinforces the point that different scenarios have different optimal choices. This is good, in my opinion, as the game gets less boring when the players should actively evaluate circumstances and react to them.

It may seem to generate weird fiction, but what you describe is a pretty reasonable way of managing hp resources, given that the Paladin is the prime/only source of in-combat healing. She can't afford to drop, the most efficient use of her healing on behalf of allies is to stand them up when they've been overkilled to leverage the heal-from-0 rule while preserving their actions (though in some cases, that might not work out so well, depending on the initiative cycle).

"Early healing" is kinda a guessing game. Who will be attacked next? Will they be hit? For how much damage?

All true. But trying to get that desperate last hit to stop the damage from coming is kinda guessing game too. And one that they are most often quite eager to try, even on some situations that they already know the odds are heavily against them.

Yeah, it can be easy to get blinkered into forgetting anything other than dps .

If the problem is just wonky narrative, you could always make zero hitpoints less punitive, or implement some sort of choice. Something like 3e where you can choose to continue acting in a reduced manner, but suffer a failed death save. Something as simple as "while bleeding out, you can crawl 1 square" moves 0 hps from "unconscious" to "at the edge of your limits", which reduces the 'feel' of 'bouncing'.

Yes, I have described someone in mid-melee getting down and being healed before even having the chance to have their own turn as not even falling at all, as the player would not bother to move, and the only penalty the situation would have resulted (the loss of movement to get up) would not have been relevant.

Anyhow, I am inclined to give a try on one of the several suggestions posted earlier related to that, if my first option fails.

Well, playing to their strengths will make them feel good: fights that have damage races are good ideas. Monsters that grow more powerful with time, rituals that must be disrupted via destruction before they complete, fast regenerating enemies will all suit that. Scenarios where there is a need for damage in order to prevent incoming damage or events.

Sure. And this already happens. I make sure they face different scenarios, to keep things interesting, and I has worked so far, for the most part, at least.

You can also encourage them to use some of their defensive resources with fights that telegraph a need to defend for part of the fight. Switching around dragon breath so that you can tell they're going to do it on their next turn, foes that wind up for big hits, environmental effects with obvious wind-ups, or that deal gradual damage over a period of rounds, but have points where they stop to allow offense to continue.

Interestingly enough, this has happened sometimes. There was at least one fight against a dragon that took more than two hours of "in-fiction" time, with them clashing the beast in three different grounds. The final result was a partial victory, as they did not manage to kill it, but took the position being defended by the dragon. Actually, thinking back, this was one very unusual fight, in the sense that it was one of the very feel they were really scared to even engage, which made them fight much more defensively. It was very lucky, I would say, because fighting recklessly and purely offensively would likely have resulted in some deaths, or even a TPK.

You don't need to make every fight like that, but some set pieces can be nice.

Keep up the different challenges, and make sure you give the players information during or prior to the challenge to indicate that the typical tactics might not work.

I guess the best you can do is point out to them what happened last time before they take such an action. They might just be forgetting in the heat of battle.

Thank you for the advice. Maybe this tipping can be quite handy if I can manage to do it in a non-intrusive fashion.
 
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