Ruin Explorer
Legend
Sure, but it isn't a trap to heal people. Which was the point I was trying to make. You just don't want to do it at every opportunity you get. I like decision points like that, where you don't always want to use power/spell/ability x.
Not sure you get it, Blackbrrd. It was a decision to heal in 4E, too, which appears to be the point of comparison. You had decision points like you say. You didn't always want to do it.
But it was weighted very differently, so the decision was more in favour of keeping people up (than 5E), where here it's more in favour of letting people drop at lower levels, then may gradually come round to being in favour of keeping them up as levels increase.
Also note that in the October Playtest, 5E was much more favourable to keeping people up, because heals were bigger, and going down more risky.
Btw, when you go down, you drop your stuff and fall prone. A smart enemy would probably take a free action to kick your weapon away after dropping you. If that happened often, it would probably be smarter to keep people up than to save on the hp due to the heal-from-zero rule.
That's a free action? Really? Interesting.
It seems likely only an enemy who was both very smart AND expected PCs to get back up would do it, though, and a thus a bit unlikely in most games. Also all you're really doing is training the players than unless they blow resources to try to keep people up, they're going to be extra-punished!