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Community
General Tabletop Discussion
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Does “Whack-A-Mole” Healing really happen in games?
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<blockquote data-quote="toucanbuzz" data-source="post: 8159433" data-attributes="member: 19270"><p>It's far superior to <em>Cure Wounds, </em>which is my only beef with it. Ranged + bonus action + minimal (average 2) difference in healing. I've yet to see a caster fail to prep it that could, and in my current campaign, 2 characters have it, including a Life Cleric. If I were inclined to nerf it a bit, I'd make it the same range as <em>Cure Wounds </em>(touch), so the trade off in healing is bonus action vs. regular action.</p><p></p><p>I'd add #3 that (unless you're 1st level), whack-a-mole in a fixed-initiative round can, in some ridiculous fashion, be strategic against a boss / single big damage dealer in that a player can absorb absurd amounts of damage because excess damage is "discarded" (unless it outright can kill you by equaling your max hp). A single 1 hp of healing = bounce back up and absorb another 20 damage hit with little to no consequence so long as I know I'll get a heal. </p><p></p><p>It's this changed mechanic from the olden days (when the damage wasn't shed...if you reached 0 the DM kept counting to see if you're dead) that allows damage to be freely shed that bugs me to the point a mechanic is needed.</p><p></p><p>So, in some fashion, I came up with an amalgamation of 3E's <em>Diehard </em>feat (after 0hp, you can take a single action each round and must make a roll each round to "stabilize" or lose another hp, die at -10 (later your CON score)) + a cumulative penalty thanks to 5E's "discard the excess damage" rule (which I actually like and 3E didn't have).</p><p></p><p>I'm always looking for improvement, but at the moment, my players love the idea that (1) their bodies can't actually take much damage once a real hit occurs (aka you are out of HP), (2) they can keep acting at 0 hp even if with highly reduced efficiency, and (3) whack-a-mole gets you dead pretty quickly (aka you're on death's door).</p></blockquote><p></p>
[QUOTE="toucanbuzz, post: 8159433, member: 19270"] It's far superior to [I]Cure Wounds, [/I]which is my only beef with it. Ranged + bonus action + minimal (average 2) difference in healing. I've yet to see a caster fail to prep it that could, and in my current campaign, 2 characters have it, including a Life Cleric. If I were inclined to nerf it a bit, I'd make it the same range as [I]Cure Wounds [/I](touch), so the trade off in healing is bonus action vs. regular action. I'd add #3 that (unless you're 1st level), whack-a-mole in a fixed-initiative round can, in some ridiculous fashion, be strategic against a boss / single big damage dealer in that a player can absorb absurd amounts of damage because excess damage is "discarded" (unless it outright can kill you by equaling your max hp). A single 1 hp of healing = bounce back up and absorb another 20 damage hit with little to no consequence so long as I know I'll get a heal. It's this changed mechanic from the olden days (when the damage wasn't shed...if you reached 0 the DM kept counting to see if you're dead) that allows damage to be freely shed that bugs me to the point a mechanic is needed. So, in some fashion, I came up with an amalgamation of 3E's [I]Diehard [/I]feat (after 0hp, you can take a single action each round and must make a roll each round to "stabilize" or lose another hp, die at -10 (later your CON score)) + a cumulative penalty thanks to 5E's "discard the excess damage" rule (which I actually like and 3E didn't have). I'm always looking for improvement, but at the moment, my players love the idea that (1) their bodies can't actually take much damage once a real hit occurs (aka you are out of HP), (2) they can keep acting at 0 hp even if with highly reduced efficiency, and (3) whack-a-mole gets you dead pretty quickly (aka you're on death's door). [/QUOTE]
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Does “Whack-A-Mole” Healing really happen in games?
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