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General Tabletop Discussion
*Dungeons & Dragons
Healing Cantrip
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<blockquote data-quote="scholz" data-source="post: 6722020" data-attributes="member: 10028"><p>1. Not sure what sort of games you play in. No pulp fiction gimp suits in mine <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p>2. I'm not really sure how that is different from regular healing? Tie someone up and heal them just a little, interrupt their long rests so they can't heal up all the way. Honestly there are lots of ways to 'go dark' in D&D better than healing someone. Heck, a few levels of exhaustion is way worse in most cases.</p><p>3. You keep dividing the healing in half. But that only really happens if you heal all the way. If you start with 30hps, and are down to 1. You could try to short rest and burn some hit dice, or long rest and get them all back. But there are likely scenarios where getting the stitch cantrip two or three times, and getting double digit hps, say 12. Is worth having you max hps, go down to 24. That is especially true when you are otherwise out of healing, or expecting a fight. </p><p>4. The point if the diminishing returns is to balance the healing so you don't just heal up to max every chance you get.</p><p>5. Lastly, in the hands of a low level character, this would extend the life a bit when a single attack would take you out otherwise. Better 5Hps than 1.</p></blockquote><p></p>
[QUOTE="scholz, post: 6722020, member: 10028"] 1. Not sure what sort of games you play in. No pulp fiction gimp suits in mine :) 2. I'm not really sure how that is different from regular healing? Tie someone up and heal them just a little, interrupt their long rests so they can't heal up all the way. Honestly there are lots of ways to 'go dark' in D&D better than healing someone. Heck, a few levels of exhaustion is way worse in most cases. 3. You keep dividing the healing in half. But that only really happens if you heal all the way. If you start with 30hps, and are down to 1. You could try to short rest and burn some hit dice, or long rest and get them all back. But there are likely scenarios where getting the stitch cantrip two or three times, and getting double digit hps, say 12. Is worth having you max hps, go down to 24. That is especially true when you are otherwise out of healing, or expecting a fight. 4. The point if the diminishing returns is to balance the healing so you don't just heal up to max every chance you get. 5. Lastly, in the hands of a low level character, this would extend the life a bit when a single attack would take you out otherwise. Better 5Hps than 1. [/QUOTE]
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