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D&D Next Blog - A Close Call with Negative Hit Points
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<blockquote data-quote="billd91" data-source="post: 5813221" data-attributes="member: 3400"><p>I don't think you're out of touch. I think the problem has been relatively minor since 3e when clerics got to add their level to the amount healed, could cast the healing spontaneously, and even had a 0 level spell (cure minor) to stabilize a target. Yes, the target PC could still be in the negatives, but the cleric certainly had a good chance of success if he dumped a decent level spell slot into a spontaneous cure.</p><p></p><p>The one real difference I see in these issues is that failure to heal a character to consciousness means another round of that player sitting out and not actively participating. If the fighter misses or rolls a 1 on damage, he's still involved the next round. If the party really wants a PC back in the fight and the cleric is trying to achieve that end but the injured PC is still in the negatives after 1 attempt, both characters are probably still bound up in the attempt the next round. So if the wizard drops on round 3 after his own action, the cleric stabilizes him but fails to return him to consciousness on 4, and tries again on round 5, we've spent the 4 person-rounds worth of actions trying to get that wizard off the floor (2 for the cleric's 2 healing attempts, 2 for the wizard out of the fight).</p><p></p><p>Given this consideration, I'm not appalled by starting healing at 0. I think there are quirks to exploit that I don't like, but it's not that bad. If the margin between unconscious and death was still 10 hit points, spotting the PC <=10 hp is not a big deal. Spotting them up to half their normal maximum, however, when that could be 50 hp or more seems a cheesy to me.</p></blockquote><p></p>
[QUOTE="billd91, post: 5813221, member: 3400"] I don't think you're out of touch. I think the problem has been relatively minor since 3e when clerics got to add their level to the amount healed, could cast the healing spontaneously, and even had a 0 level spell (cure minor) to stabilize a target. Yes, the target PC could still be in the negatives, but the cleric certainly had a good chance of success if he dumped a decent level spell slot into a spontaneous cure. The one real difference I see in these issues is that failure to heal a character to consciousness means another round of that player sitting out and not actively participating. If the fighter misses or rolls a 1 on damage, he's still involved the next round. If the party really wants a PC back in the fight and the cleric is trying to achieve that end but the injured PC is still in the negatives after 1 attempt, both characters are probably still bound up in the attempt the next round. So if the wizard drops on round 3 after his own action, the cleric stabilizes him but fails to return him to consciousness on 4, and tries again on round 5, we've spent the 4 person-rounds worth of actions trying to get that wizard off the floor (2 for the cleric's 2 healing attempts, 2 for the wizard out of the fight). Given this consideration, I'm not appalled by starting healing at 0. I think there are quirks to exploit that I don't like, but it's not that bad. If the margin between unconscious and death was still 10 hit points, spotting the PC <=10 hp is not a big deal. Spotting them up to half their normal maximum, however, when that could be 50 hp or more seems a cheesy to me. [/QUOTE]
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