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Bouncing heroes and healing tweaks
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<blockquote data-quote="Saeviomagy" data-source="post: 7136158" data-attributes="member: 5890"><p>Yeah, it can be easy to get blinkered into forgetting anything other than dps .</p><p></p><p>If the problem is just wonky narrative, you could always make zero hitpoints <em>less</em> 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'.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>You don't need to make every fight like that, but some set pieces can be nice.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 7136158, member: 5890"] 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 [i]less[/i] 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. 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. 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. [/QUOTE]
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