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General Tabletop Discussion
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House rule for in combat healing and yoyo at 0 HP
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<blockquote data-quote="Vendral" data-source="post: 9192663" data-attributes="member: 60088"><p>As a DM for my group I have found that I dislike that my players (understandably) let their characters drop to 0 before doing any healing which causes the yoyo effect.</p><p>My players (again understandably) think it is really bad action economy to heal someone before they drop.</p><p>We have introduced two house rules to encourage in combat healing and discourage the drop to 0, be healed, and drop to 0 again yoyo effect.</p><ol> <li data-xf-list-type="ol">A character getting up after being dropped to 0 have the effects of being slowed as per the slow spell for 5 rounds with no possibility to save to end the effect.</li> <li data-xf-list-type="ol">Any magical healing gives as many temporary HP as the actual amount healed. That is, if you have 5 points of damage and get Cur Light Wounds for 7 points you also get 5 temporary HP. Temporary HP from magical healing is not gained if you are 0 HP when healed.</li> </ol><p>These two rules together have changed how we play and my players and I really like it. To be frank they dislike rule 1 and try to avoid getting to 0 HP, but they love the added tactical effect of healing spells.</p><p>I wanted to share our solution to this, in case anyone else think this is a problem as well as find out if anyone else have a different approach to this issue.</p><p></p><p>EDIT: I did not initially include in house rule 2 that temporary HP is not gained when at 0 HP. It is now updated with that part as well.</p></blockquote><p></p>
[QUOTE="Vendral, post: 9192663, member: 60088"] As a DM for my group I have found that I dislike that my players (understandably) let their characters drop to 0 before doing any healing which causes the yoyo effect. My players (again understandably) think it is really bad action economy to heal someone before they drop. We have introduced two house rules to encourage in combat healing and discourage the drop to 0, be healed, and drop to 0 again yoyo effect. [LIST=1] [*]A character getting up after being dropped to 0 have the effects of being slowed as per the slow spell for 5 rounds with no possibility to save to end the effect. [*]Any magical healing gives as many temporary HP as the actual amount healed. That is, if you have 5 points of damage and get Cur Light Wounds for 7 points you also get 5 temporary HP. Temporary HP from magical healing is not gained if you are 0 HP when healed. [/LIST] These two rules together have changed how we play and my players and I really like it. To be frank they dislike rule 1 and try to avoid getting to 0 HP, but they love the added tactical effect of healing spells. I wanted to share our solution to this, in case anyone else think this is a problem as well as find out if anyone else have a different approach to this issue. EDIT: I did not initially include in house rule 2 that temporary HP is not gained when at 0 HP. It is now updated with that part as well. [/QUOTE]
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House rule for in combat healing and yoyo at 0 HP
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