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General Tabletop Discussion
*Dungeons & Dragons
Does “Whack-A-Mole” Healing really happen in games?
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<blockquote data-quote="touc" data-source="post: 8157190" data-attributes="member: 19270"><p>Used to happen routinely just as everyone describes: <em>healing word</em> or a <em>goodberry </em>up and down. Was like a Rocky boxing movie, and unless you're very low level, there's little chance the next hit will outright kill. Instead, a 1 hit point <em>goodberry</em> will let the PC absorb a 20 damage hit.</p><p></p><p>Got ridiculous enough that we imposed homebrew rules as well, replacing Death Saves with Vitality Points (the actual damage your body can take before death, whereas HP reflect for players the ability to avoid real harm). [spoiler]</p><p></p><p><strong>Vitality Points = </strong>your starting HP. These don't change unless your CON does. You may get better at avoiding death as you go up in levels, but a sword through the gut generally kills most people. If you have 0 VP, you're dead.</p><p></p><p><strong>At 0 HP: </strong>take 1 vitality damage and player opts to gain condition <em>Staggered </em>or <em>Unconscious. </em>Condition remains until player gets HP.</p><p></p><p><em><strong>Staggered: </strong></em>Gain 1 death point. At 2 death points, gain a DMG Lingering Injury. At 3 death points, you're dead (DM may opt to let you go out in a blaze and affect the combat in some way, or simply give a dying speech). These go away 1 per long rest, no other way.</p><p></p><p>You can keep taking Actions but have no movement (you can use the Dash action to move, but you can't Disengage since this modifies movement and you don't have any). Everything you do sucks. All your d20 rolls have disadvantage and enemies have advantage against your abilities. Items are excluded since their power operates independently. All further damage you take is from Vitality.</p><p></p><p><strong>Unconscious. </strong>Make a DC10 Death save to stabilize. Otherwise, take 1 Vitality point damage at start of your turns. On a fumble, increase to 1d4.</p><p></p><p><strong>HP rules: </strong>unchanged.</p><p></p><p><strong>Healing Vitality: </strong>slowly. They cannot be healed until your HP is at full. Then, they heal at rate of 1 + CON modifier per long rest, or 1 for every 10 points of magical healing that a spell or item could do (e.g. a <em>potion of healing </em>can heal 2d4+2 (max 10), so it could heal 1 VP, whereas a <em>healing word </em>of 1d4+4 (max 8) could never heal VP).</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="touc, post: 8157190, member: 19270"] Used to happen routinely just as everyone describes: [I]healing word[/I] or a [I]goodberry [/I]up and down. Was like a Rocky boxing movie, and unless you're very low level, there's little chance the next hit will outright kill. Instead, a 1 hit point [I]goodberry[/I] will let the PC absorb a 20 damage hit. Got ridiculous enough that we imposed homebrew rules as well, replacing Death Saves with Vitality Points (the actual damage your body can take before death, whereas HP reflect for players the ability to avoid real harm). [spoiler] [B]Vitality Points = [/B]your starting HP. These don't change unless your CON does. You may get better at avoiding death as you go up in levels, but a sword through the gut generally kills most people. If you have 0 VP, you're dead. [B]At 0 HP: [/B]take 1 vitality damage and player opts to gain condition [I]Staggered [/I]or [I]Unconscious. [/I]Condition remains until player gets HP. [I][B]Staggered: [/B][/I]Gain 1 death point. At 2 death points, gain a DMG Lingering Injury. At 3 death points, you're dead (DM may opt to let you go out in a blaze and affect the combat in some way, or simply give a dying speech). These go away 1 per long rest, no other way. You can keep taking Actions but have no movement (you can use the Dash action to move, but you can't Disengage since this modifies movement and you don't have any). Everything you do sucks. All your d20 rolls have disadvantage and enemies have advantage against your abilities. Items are excluded since their power operates independently. All further damage you take is from Vitality. [B]Unconscious. [/B]Make a DC10 Death save to stabilize. Otherwise, take 1 Vitality point damage at start of your turns. On a fumble, increase to 1d4. [B]HP rules: [/B]unchanged. [B]Healing Vitality: [/B]slowly. They cannot be healed until your HP is at full. Then, they heal at rate of 1 + CON modifier per long rest, or 1 for every 10 points of magical healing that a spell or item could do (e.g. a [I]potion of healing [/I]can heal 2d4+2 (max 10), so it could heal 1 VP, whereas a [I]healing word [/I]of 1d4+4 (max 8) could never heal VP). [/spoiler] [/QUOTE]
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Does “Whack-A-Mole” Healing really happen in games?
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