Double-tapping is grossly inefficient. Remember that you need three failed death saves to kill, and a single attack can't inflict more than two. So double-tapping everything is costing you two extra attacks per opponent, or three at range. That's a great way to lose a battle you could have won. It's a last resort, to be used only when there's no other way to keep fallen foes down.So, the undead are more efficient killers than those with the braaaaaains? (so delicious)
???This goes for monsters too. But I guess that's off the table.
No, that factor is not missing. If you're choosing to heal when a PC is only lightly damaged, which is what you appear to be describing - healing not when it's necessary but just to "top up" a PC - that's almost certainly a wasteful use of your action. It's a failure of "teamwork and tactics". You know what great teamwork and tactics looks like? It looks a pile of dead monsters.There's a factor missing from this analysis: misses (and defense in general). Sure, some enemies can deal more damage in a round than the healer can heal, but all that extra damage has to wait until a successful attack. So, it might behoove the poor tank with a healer behind her to use some of those tactics and teamwork that I mentioned earlier to avoid that successful attack.
Why would it? Can you explain? You can't just accuse everyone you disagree with of "knee-jerk DMing". It's a specific critique - and attempting to fix one system without holistically looking at what that impacts is a classic of knee-jerk DMing.1) So does your "focus on killing the enemy," or lack of NPCs doing so, indicate knee-jerk DMing as well?
Didn't you ask for civility? I would suggest the hackneyed and ultra-tired cry of "If you criticise D&D at all, you shouldn't be playing it!" to be quite uncivil. A sort of ridiculous gamer equivalent to "If you hate [country of birth of both people involved] so much, why don't you just leave?!?" as a response to any criticism of or desire for improvement in the systems of a country.2) If it's a systemic issue, why are you still playing D&D?
That’s sort of how my group handles this. We have Homebrew feats and boons that can increase the healing players do or give them new ways to heal allies.Improve heal spells to be worth casting before someone goes down. Then they stop hitting zero so often.
your players and their tactically extremely unsound decision to do a ton of in-combat healing creates the situation you describe. Blowing Actions and spell slots on pre-downing healing in combat is incredibly inefficient (with a few notable exceptions like Heal) and a great way to draw a combat out - hence longer combats - and it's also so inefficient it's likely to cause them a real tactical disadvantage and weaken them - hence deadlier combats.
Absolutely. My experience with players that are playing without much rules-awareness (again, not a critique!), just using tactics that make sort of in-universe sense (which don't necessarily line up well with the rules in D&D, particularly not in 3.XE, but also not entirely in 5E) are really quick and efficient at making decisions, and don't dither much. They might not be making a highly optimal decision - but they are making a decision, and the game is moving forwards.Then again, we have pretty brisk combat (despite its length in rounds) with little to no agonizing about what to do each turn either, which is how we like it, but my point being that that also might make them less concerned about the combat efficiency.
Absolutely. My experience with players that are playing without much rules-awareness (again, not a critique!), just using tactics that make sort of in-universe sense (which don't necessarily line up well with the rules in D&D, particularly not in 3.XE, but also not entirely in 5E) are really quick and efficient at making decisions, and don't dither much. They might not be making a highly optimal decision - but they are making a decision, and the game is moving forwards.
So yeah, even if on a per-round effectiveness basis, they're less efficient that another group, it may well be that, on a per-combat basis, less real-world-time is actually taken up by the combat. It may even make some encounters more fun or thrilling because they're really engaging with the fiction, and 5E's rules (particularly prior to MotM and similar improvements in monster design) aren't hugely engaging as a rules-set (hence BG3 adding a lot to them, particularly for martials).
This is actually an interesting angle generally. Kind of wishing I could play that way lol.
I wanted to add that I am pretty dang familiar with D&D rules but this is still basically how I play but with probably a slightly better than my average player's ability to make the rules and fiction cohere in my mind - just from decades of practice - leading to my so-called "real world based choices" tending to also be tactical in a rulesy way (though not always).Kind of wishing I could play that way lol.
I think you solved your own problem here: double-tapping is grossly inefficient, so use an area attack to do them for you.Double-tapping is grossly inefficient. Remember that you need three failed death saves to kill, and a single attack can't inflict more than two. So double-tapping everything is costing you two extra attacks per opponent, or three at range. That's a great way to lose a battle you could have won. It's a last resort, to be used only when there's no other way to keep fallen foes down.
Usually, you don't need to do anything to keep fallen foes down. Most opponents do not have access to magical healing, so when a target goes to zero, it's out of the fight. If the enemy does have magical healing, the best solution is to eliminate the source of that healing: Target the cleric. You can also use area attacks to inflict failed death saves without sacrificing actions.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.