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Community
General Tabletop Discussion
*Dungeons & Dragons
House rule for in combat healing and yoyo at 0 HP
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<blockquote data-quote="GMMichael" data-source="post: 9194374" data-attributes="member: 6685730"><p>Keep up. I was responding to Mecheon's situation that occurs "90% of the time," which is, as you say, more than likely:</p><p></p><p></p><p></p><p></p><p>I haven't played Apex. I've played Battlefield, and I've earned tons of points from healers who would revive their teammates without taking me out first. So, I'd just shoot the revived teammate, and let the yo-yo begin. Interestingly, three of my solutions from above apply to this: don't stand in dangerous places, wait until the killer is gone before you heal, and confirm the kill (unless of course you find it hilarious to re-kill opponents as they get healed).</p><p></p><p>I've also played old-school Final Fantasy. In it, characters never die; they swoon. This applies to the common "wisdom" in this thread, because there's no maneuvering in the game; tanks and monsters are always head-to-head. A simple (but not cheap) item will bring your ally back to fighting condition, weapon at the ready. So did I let my characters die? Heck no! A fallen character is one who isn't doing damage (or stealing items, in my case). Reviving a fallen ally means that the healer isn't healing one or more of the upright heroes. So it's worthwhile to 1) keep allies in the fight by healing wounds, and 2) allow the tanks to do their thing by making the healers do their thing: healing.</p><p></p><p>"But that's video games! What about how broken D&D is?" Okay, fine. Let's fix yo-yoing with a house-rule that says melee PCs never take damage. That way, healers can be more efficient, tanks don't have to worry about dropping, and enemies can never deal more damage in a round than healers can heal. That should fix it.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 9194374, member: 6685730"] Keep up. I was responding to Mecheon's situation that occurs "90% of the time," which is, as you say, more than likely: I haven't played Apex. I've played Battlefield, and I've earned tons of points from healers who would revive their teammates without taking me out first. So, I'd just shoot the revived teammate, and let the yo-yo begin. Interestingly, three of my solutions from above apply to this: don't stand in dangerous places, wait until the killer is gone before you heal, and confirm the kill (unless of course you find it hilarious to re-kill opponents as they get healed). I've also played old-school Final Fantasy. In it, characters never die; they swoon. This applies to the common "wisdom" in this thread, because there's no maneuvering in the game; tanks and monsters are always head-to-head. A simple (but not cheap) item will bring your ally back to fighting condition, weapon at the ready. So did I let my characters die? Heck no! A fallen character is one who isn't doing damage (or stealing items, in my case). Reviving a fallen ally means that the healer isn't healing one or more of the upright heroes. So it's worthwhile to 1) keep allies in the fight by healing wounds, and 2) allow the tanks to do their thing by making the healers do their thing: healing. "But that's video games! What about how broken D&D is?" Okay, fine. Let's fix yo-yoing with a house-rule that says melee PCs never take damage. That way, healers can be more efficient, tanks don't have to worry about dropping, and enemies can never deal more damage in a round than healers can heal. That should fix it. [/QUOTE]
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House rule for in combat healing and yoyo at 0 HP
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