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Community
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="Mecheon" data-source="post: 9194302" data-attributes="member: 6801776"><p>Enough to make the loss of a round of attacks be worthwhile, so probably at least the full amount of damage you could expect to get in at least a single round, if only a single round and a half as a bare minimum. As for resource cost? Basically the same as what it is at present. Failling that, add in some Quick Action type heals that healer types can throw in alongside their main attacks</p><p></p><p>The way to disencourage yoyo healing is to make in-combat healing more viable. Give it a higher resource costs and folks will just go right back to the yoyo.</p><p></p><p></p><p>Healing percentages (Unless in very specific circumstances) basically never outdo the damage an enemy can do in a single turn. So if you heal someone, yeah, you've wasted that turn because that someone's taken damage and is in the same position (or worse!) the very next turn 90% of the time. Its not enjoyable to see someone's work be destroyed in a single turn. Its the same reason, at its core, that the "Potions are a quick action" rule is popular, because you're not sacrificing actually doing something to heal.</p><p></p><p>You could have instead used that turn to do more damage to the opponent and get them closer to being taken out. The way to change people's play-styles is to incentivise the other side, not punish them for playing how the game is designed to be played. And frankly the only thing I see double tapping resulting in is your players leaving because you've basically made yourself out to be a jerk DM because hell knows if you're being that much of a jerk-ass I'm going to leave your game</p></blockquote><p></p>
[QUOTE="Mecheon, post: 9194302, member: 6801776"] Enough to make the loss of a round of attacks be worthwhile, so probably at least the full amount of damage you could expect to get in at least a single round, if only a single round and a half as a bare minimum. As for resource cost? Basically the same as what it is at present. Failling that, add in some Quick Action type heals that healer types can throw in alongside their main attacks The way to disencourage yoyo healing is to make in-combat healing more viable. Give it a higher resource costs and folks will just go right back to the yoyo. Healing percentages (Unless in very specific circumstances) basically never outdo the damage an enemy can do in a single turn. So if you heal someone, yeah, you've wasted that turn because that someone's taken damage and is in the same position (or worse!) the very next turn 90% of the time. Its not enjoyable to see someone's work be destroyed in a single turn. Its the same reason, at its core, that the "Potions are a quick action" rule is popular, because you're not sacrificing actually doing something to heal. You could have instead used that turn to do more damage to the opponent and get them closer to being taken out. The way to change people's play-styles is to incentivise the other side, not punish them for playing how the game is designed to be played. And frankly the only thing I see double tapping resulting in is your players leaving because you've basically made yourself out to be a jerk DM because hell knows if you're being that much of a jerk-ass I'm going to leave your game [/QUOTE]
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House rule for in combat healing and yoyo at 0 HP
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