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General Tabletop Discussion
*Dungeons & Dragons
Chill touch vs Troll regeneration
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<blockquote data-quote="AaronOfBarbaria" data-source="post: 6846797" data-attributes="member: 6701872"><p>Yes, it is, and you've just demonstrated that very thing by pointing out exactly how small the benefit you are reacting to is, as I will illustrate shortly.</p><p>It's probably because it only makes sense to you. That could mean you are having a thought that other people just haven't arrive at yet, but it could also mean that everyone else has had the thought and moved past it to understand some other thought.</p><p></p><p>The sequence is forgetting a certain detail: creatures with regeneration either don't get to regenerate if they don't start their turn with at least 1 hp, so any attack that deals at least as much damage as <em>chill touch</em> is just as effective at killing the creature, or the creature only dies if they start their turn at 0 hit points and don't regenerate and have their regeneration shut off should anyone shove a torch in their face.</p><p></p><p>With other means of healing, the kinds that don't happen automatically and instead require a spent action of some kind, all that is happening is <em>chill touch</em> changing the though process from "Maybe I should heal? Nah, this action is better spent doing X (where X is likely trying to prevent further hit point loss, rather than recover those already lost)" to "I can't heal, which I probably wasn't going to do anyway so I will do X (where X is the very same thing decided upon doing in the prior case too).</p><p></p><p>And, most important of all, if you aren't doing like I said earlier and using <em>chill touch</em> to shut down the regeneration every round (that you hit), the practical effect is that the fight ends about 1 round sooner than it otherwise would because if the creature has so few hit points that it will die if it's regeneration isn't allowed to work this round, then another 10 or 20 hit points probably isn't going to keep it alive much longer.</p></blockquote><p></p>
[QUOTE="AaronOfBarbaria, post: 6846797, member: 6701872"] Yes, it is, and you've just demonstrated that very thing by pointing out exactly how small the benefit you are reacting to is, as I will illustrate shortly. It's probably because it only makes sense to you. That could mean you are having a thought that other people just haven't arrive at yet, but it could also mean that everyone else has had the thought and moved past it to understand some other thought. The sequence is forgetting a certain detail: creatures with regeneration either don't get to regenerate if they don't start their turn with at least 1 hp, so any attack that deals at least as much damage as [I]chill touch[/I] is just as effective at killing the creature, or the creature only dies if they start their turn at 0 hit points and don't regenerate and have their regeneration shut off should anyone shove a torch in their face. With other means of healing, the kinds that don't happen automatically and instead require a spent action of some kind, all that is happening is [I]chill touch[/I] changing the though process from "Maybe I should heal? Nah, this action is better spent doing X (where X is likely trying to prevent further hit point loss, rather than recover those already lost)" to "I can't heal, which I probably wasn't going to do anyway so I will do X (where X is the very same thing decided upon doing in the prior case too). And, most important of all, if you aren't doing like I said earlier and using [I]chill touch[/I] to shut down the regeneration every round (that you hit), the practical effect is that the fight ends about 1 round sooner than it otherwise would because if the creature has so few hit points that it will die if it's regeneration isn't allowed to work this round, then another 10 or 20 hit points probably isn't going to keep it alive much longer. [/QUOTE]
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Chill touch vs Troll regeneration
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