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Bouncing heroes and healing tweaks
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<blockquote data-quote="Saeviomagy" data-source="post: 7135022" data-attributes="member: 5890"><p>The case studies you gave make me think that you're looking at the wrong solution. Your players aren't doing this from a "sensible tactic" avenue. They're doing it because they're selfish idiots. Seriously - I've never ever seen someone bleed out because other players just ignored them and kept fighting.</p><p></p><p>I really don't think that their behaviour is going to change, almost no matter what you do with healing.</p><p></p><p>It sounds like you might already be doing after-battle breakdowns (or at least your players are). If not, I'd suggest you point some of these scenarios out to them.</p><p></p><p>You need a culture change.</p><p></p><p>This might be achievable simply by highlighting things in different ways. For instance calling out that any damage a healed from the brink character does is really damage done by the healer "Rondimus just did 30 points of damage with his cure light wounds!". My 4e rogue's warlord buddy used to declare that he was attacking with my rogue for 45 damage (or whatever) whenever he granted a basic attack.</p><p></p><p>You might also be able to achieve it by making them walk a mile in each other's shoes. Have a session where everyone plays someone else's character for some reason (curse, body swapping device, a dose of the flu making everyone feel 'off').</p><p></p><p>You might want to change who is playing a healer. Sounds like it should be no issue to permanently kill off characters. Just point out to people rerolling that their party effectively has no healing if the characters/players capable of healing historically don't do so.</p><p></p><p>Alternately you could just assume that your party will be suboptimal and not heal. Either you'll need to scale back encounters from their current level, or you'll just have to get comfortable with the party members dying.</p><p></p><p>If you want a rule change?</p><p></p><p>The problem is that your players are selfish idiots. They're not healing other characters because they're valuing their own damage numbers above anything the other character can contribute. So anything you do has to make healing a more fun thing for the healer to do, or remove the onus of healing from them. Making healing on downed characters less effective, or using the coup-de-grace options won't change that: they'll just continue to be selfish idiots, and the people not getting healed will suck up the downsides.</p><p></p><p>That's a hard thing to create without unbalancing the game. I guess you could create a healing spell that has a damage rider or other beneficial effect if the target isn't already down? Or temporary hitpoint spells that have higher efficiency than cure wounds does? I'm worried that your players are selfish enough that it won't matter unless the spells are ridiculously overpowered.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 7135022, member: 5890"] The case studies you gave make me think that you're looking at the wrong solution. Your players aren't doing this from a "sensible tactic" avenue. They're doing it because they're selfish idiots. Seriously - I've never ever seen someone bleed out because other players just ignored them and kept fighting. I really don't think that their behaviour is going to change, almost no matter what you do with healing. It sounds like you might already be doing after-battle breakdowns (or at least your players are). If not, I'd suggest you point some of these scenarios out to them. You need a culture change. This might be achievable simply by highlighting things in different ways. For instance calling out that any damage a healed from the brink character does is really damage done by the healer "Rondimus just did 30 points of damage with his cure light wounds!". My 4e rogue's warlord buddy used to declare that he was attacking with my rogue for 45 damage (or whatever) whenever he granted a basic attack. You might also be able to achieve it by making them walk a mile in each other's shoes. Have a session where everyone plays someone else's character for some reason (curse, body swapping device, a dose of the flu making everyone feel 'off'). You might want to change who is playing a healer. Sounds like it should be no issue to permanently kill off characters. Just point out to people rerolling that their party effectively has no healing if the characters/players capable of healing historically don't do so. Alternately you could just assume that your party will be suboptimal and not heal. Either you'll need to scale back encounters from their current level, or you'll just have to get comfortable with the party members dying. If you want a rule change? The problem is that your players are selfish idiots. They're not healing other characters because they're valuing their own damage numbers above anything the other character can contribute. So anything you do has to make healing a more fun thing for the healer to do, or remove the onus of healing from them. Making healing on downed characters less effective, or using the coup-de-grace options won't change that: they'll just continue to be selfish idiots, and the people not getting healed will suck up the downsides. That's a hard thing to create without unbalancing the game. I guess you could create a healing spell that has a damage rider or other beneficial effect if the target isn't already down? Or temporary hitpoint spells that have higher efficiency than cure wounds does? I'm worried that your players are selfish enough that it won't matter unless the spells are ridiculously overpowered. [/QUOTE]
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