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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="jgsugden" data-source="post: 8157193" data-attributes="member: 2629"><p>For those that do not understand why you'd do it: Because it is often the most efficient option.</p><p></p><p>I'm a cleric. Before combat begins I case Spirit Guardians. Then in round 1, I cast a cantrip and cast spiritual weapon. In round 2, I have one ally at half hit points. I have choice - Heal them to make sure they stay up for the entire next round, or cast another offensive spell / attack.</p><p></p><p>If I attack or use another offensive spell, we can take down an enemy faster. That may prevent the attack that would have damaged an ally, which saves me the action I'd have used to heal them later. Further, I don't know if my ally will even need healing before the end of next round to stay up - and if not, then healing them gained us no real benefit as they're not diminished in effectiveness until they run out of hps.</p><p></p><p>Further, let's say that PC does run out of hit points and then is attacked, putting them at (or even 2) automatic death saves. And then I heal them. They absorbed an attack that might have put them back down, or have hurt an ally - and as they're healed back up and their death saves are rest, they do so at no real cost.</p><p></p><p>On the other hand, if I stop to heal the ally, and they were not going to go down, as previously mentioned, there is no real benefit felt. </p><p></p><p>SO long as you can effectively manage the risk of the PC being hit so many times that they fail 3 death saves before you heal them, it is more efficient to enter wack a mole territory.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8157193, member: 2629"] For those that do not understand why you'd do it: Because it is often the most efficient option. I'm a cleric. Before combat begins I case Spirit Guardians. Then in round 1, I cast a cantrip and cast spiritual weapon. In round 2, I have one ally at half hit points. I have choice - Heal them to make sure they stay up for the entire next round, or cast another offensive spell / attack. If I attack or use another offensive spell, we can take down an enemy faster. That may prevent the attack that would have damaged an ally, which saves me the action I'd have used to heal them later. Further, I don't know if my ally will even need healing before the end of next round to stay up - and if not, then healing them gained us no real benefit as they're not diminished in effectiveness until they run out of hps. Further, let's say that PC does run out of hit points and then is attacked, putting them at (or even 2) automatic death saves. And then I heal them. They absorbed an attack that might have put them back down, or have hurt an ally - and as they're healed back up and their death saves are rest, they do so at no real cost. On the other hand, if I stop to heal the ally, and they were not going to go down, as previously mentioned, there is no real benefit felt. SO long as you can effectively manage the risk of the PC being hit so many times that they fail 3 death saves before you heal them, it is more efficient to enter wack a mole territory. [/QUOTE]
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Does “Whack-A-Mole” Healing really happen in games?
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