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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Deadlier combat
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<blockquote data-quote="Lanefan" data-source="post: 8063857" data-attributes="member: 29398"><p>Simplest solution is to get rid of ranged healing in all forms.</p><p></p><p>That way, if someone's down and dying on the battlefield curing it involves some risk on the part of the healer, as said healer has to get to the downed victim and administer a cure (or perform first aid, whatever) while potentially being trod on or swung at. It forces hard choices - heal now and risk getting clobbered or wait till the combat's over and risk the victim bleeding out.</p><p></p><p>Corollary would be to make the "bleed out" time a bit longer somehow. Were it me I'd get rid of the death-save mechanic and replace it with some variant on a clock: if you go to 0 you're down with x number of rounds to live; and if you're not tended to or cured by the end of x rounds, you're dead. For real fun I'd randomize the value of x somehow, maybe 2d6 or 2d8?</p><p></p><p>Then, for added fun, every round you spent at 0 represents ten minutes where curing beyond the first cure (capped at the higher of 3 h.p. or 10% of your total h.p.) will not help you in any way. So, if you spent 5 rounds at 0 before someone got to you with a cure, that's 50 minutes of incurability.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8063857, member: 29398"] Simplest solution is to get rid of ranged healing in all forms. That way, if someone's down and dying on the battlefield curing it involves some risk on the part of the healer, as said healer has to get to the downed victim and administer a cure (or perform first aid, whatever) while potentially being trod on or swung at. It forces hard choices - heal now and risk getting clobbered or wait till the combat's over and risk the victim bleeding out. Corollary would be to make the "bleed out" time a bit longer somehow. Were it me I'd get rid of the death-save mechanic and replace it with some variant on a clock: if you go to 0 you're down with x number of rounds to live; and if you're not tended to or cured by the end of x rounds, you're dead. For real fun I'd randomize the value of x somehow, maybe 2d6 or 2d8? Then, for added fun, every round you spent at 0 represents ten minutes where curing beyond the first cure (capped at the higher of 3 h.p. or 10% of your total h.p.) will not help you in any way. So, if you spent 5 rounds at 0 before someone got to you with a cure, that's 50 minutes of incurability. [/QUOTE]
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