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Bouncing heroes and healing tweaks
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<blockquote data-quote="Tony Vargas" data-source="post: 7139206" data-attributes="member: 996"><p>Well, you know the psychology of your players and we don't...</p><p></p><p> Absolutely true - unfortunately, the clearest case is when you heal a dropped ally just enough to take the next hit without risk of being instantly killed - that is, when leveraging heal-zero and dying rules.</p><p> Nod. Those examples also make for longer combats, which have different dynamics in a variety of ways - including healing being a relatively 'stronger' option by the numbers (though, it's also less likely for allies to be dropped in the first place, so healing may also be less critical at any given moment).</p><p></p><p>The trick can be getting players who are in a tactical rut to /see/ that, too, though. </p><p></p><p> Yep, maybe it's that it's one you see the result of right away (the monster drops or it doesn't) or maybe it's that the damage you do is still contributing to dropping the monster?</p><p></p><p></p><p> That's part of the argument for standing up a fallen ally, even with a fairly weak heal, yes, but the example was of prophylactic healing - the rogue was still up, but didn't have enough hps to take a hit, the hope was the 6-8 would be enough that that he'd still be standing after a hit from the giant. Which makes some sense to try if the initiative order goes healer-giant-rogue, rather than rogue-giant-healer... but that's getting into criticisms of cyclical initiative.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7139206, member: 996"] Well, you know the psychology of your players and we don't... Absolutely true - unfortunately, the clearest case is when you heal a dropped ally just enough to take the next hit without risk of being instantly killed - that is, when leveraging heal-zero and dying rules. Nod. Those examples also make for longer combats, which have different dynamics in a variety of ways - including healing being a relatively 'stronger' option by the numbers (though, it's also less likely for allies to be dropped in the first place, so healing may also be less critical at any given moment). The trick can be getting players who are in a tactical rut to /see/ that, too, though. Yep, maybe it's that it's one you see the result of right away (the monster drops or it doesn't) or maybe it's that the damage you do is still contributing to dropping the monster? That's part of the argument for standing up a fallen ally, even with a fairly weak heal, yes, but the example was of prophylactic healing - the rogue was still up, but didn't have enough hps to take a hit, the hope was the 6-8 would be enough that that he'd still be standing after a hit from the giant. Which makes some sense to try if the initiative order goes healer-giant-rogue, rather than rogue-giant-healer... but that's getting into criticisms of cyclical initiative. [/QUOTE]
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