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Does “Whack-A-Mole” Healing really happen in games?
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<blockquote data-quote="toucanbuzz" data-source="post: 8157463" data-attributes="member: 19270"><p>Made me think of the <em>Raise Dead</em> mechanics for some reason, a "you suck" for a while mechanic that goes away with time.</p><p></p><p>Total brainstorm to make tracking easy while penalizing "whack-a-mole" antics: </p><p></p><p><strong>If restored from 0 HP, you have -4 to your d20 rolls and enemies save against your abilities at +4.</strong> <strong>This penalty goes away at 1 per round at the (start/end) of your turns. </strong>It's a bit more number crunching than no penalty at all but gives some easy-to-remember bite. </p><p></p><p>Extra healing to reduce the penalty is a trickier mechanism as savvy players might use the "bargain bin" healing of healing (e.g. a 1 hp <em>goodberry</em>) while the actual benefit of healing is distancing you from having to reset this penalty. The bigger the heal, the better odds.</p><p></p><p><em>For those who don't feel you don't see whack-a-mole that often, it's a numerical trade-off imbalance. You can trade off 1 point of healing (e.g. the goodberry) as insurance against the next hit. So long as that hit can't outright kill a character, you can effectively use the most minute of healing, trading 1 point of healing against, let's say, a 20 damage enemy spell or attack. Character hits 0hp, and the extra damage drains away. Character bounces back up with 1hp, no big deal. In prior editions, it was a big deal because the extra damage didn't vanish. </em></p><p></p><p>I also am intrigued by [USER=6921763]@DM Dave1[/USER] 's suggestion to limit the refresh on death saves. We're doing a version of that with homebrew as earlier. Given how quickly a death save can go bad, though, definitely would want something beside a long rest to remove them.</p></blockquote><p></p>
[QUOTE="toucanbuzz, post: 8157463, member: 19270"] Made me think of the [I]Raise Dead[/I] mechanics for some reason, a "you suck" for a while mechanic that goes away with time. Total brainstorm to make tracking easy while penalizing "whack-a-mole" antics: [B]If restored from 0 HP, you have -4 to your d20 rolls and enemies save against your abilities at +4.[/B] [B]This penalty goes away at 1 per round at the (start/end) of your turns. [/B]It's a bit more number crunching than no penalty at all but gives some easy-to-remember bite. Extra healing to reduce the penalty is a trickier mechanism as savvy players might use the "bargain bin" healing of healing (e.g. a 1 hp [I]goodberry[/I]) while the actual benefit of healing is distancing you from having to reset this penalty. The bigger the heal, the better odds. [I]For those who don't feel you don't see whack-a-mole that often, it's a numerical trade-off imbalance. You can trade off 1 point of healing (e.g. the goodberry) as insurance against the next hit. So long as that hit can't outright kill a character, you can effectively use the most minute of healing, trading 1 point of healing against, let's say, a 20 damage enemy spell or attack. Character hits 0hp, and the extra damage drains away. Character bounces back up with 1hp, no big deal. In prior editions, it was a big deal because the extra damage didn't vanish. [/I] I also am intrigued by [USER=6921763]@DM Dave1[/USER] 's suggestion to limit the refresh on death saves. We're doing a version of that with homebrew as earlier. Given how quickly a death save can go bad, though, definitely would want something beside a long rest to remove them. [/QUOTE]
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Does “Whack-A-Mole” Healing really happen in games?
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