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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="FrogReaver" data-source="post: 9196291" data-attributes="member: 6795602"><p>It also tends to make a healer mandatory, which is something i'm glad D&D is moving away from.</p><p></p><p></p><p>To be fair - healers in 5e tend to be able to heal more than warriors have hp+hit dice. Maybe not by as large of a margin.</p><p></p><p></p><p>I think there's a large gap between wanting 3e style healing and wanting 5e healing to be a bit more potent. I think some haven't really worked out the details and that 5e healing doesn't really have much room to improve before healing outpaces an appropriate amount of damage.</p><p></p><p></p><p>If the Life Cleric could heal above half with it's channel divinity, that would be too much healing. On the flip side, only being able to heal to half hp certainly incentivizes whack a mole, even with the channel divinity - because it means you want allies really low on hp to get the full impact of your ability.</p><p></p><p>It's almost like all the design decisions around healing and death center around having an ally drop to 0 and then get brought back to consciousness with healing. Which is a solution that threaded the needle between some of the largest issues at the time of 5e's creation. Healing that is impactful but not mandatory vs healing that trivializes enemy damage until it's out. It's just the chosen solution introduced its own set of problems. </p><p></p><p>I don't think there's a design decision around healing that' perfect or going to please most everyone. I think 5e gets close though, but want to see some design around deincentivizing whack a mole.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 9196291, member: 6795602"] It also tends to make a healer mandatory, which is something i'm glad D&D is moving away from. To be fair - healers in 5e tend to be able to heal more than warriors have hp+hit dice. Maybe not by as large of a margin. I think there's a large gap between wanting 3e style healing and wanting 5e healing to be a bit more potent. I think some haven't really worked out the details and that 5e healing doesn't really have much room to improve before healing outpaces an appropriate amount of damage. If the Life Cleric could heal above half with it's channel divinity, that would be too much healing. On the flip side, only being able to heal to half hp certainly incentivizes whack a mole, even with the channel divinity - because it means you want allies really low on hp to get the full impact of your ability. It's almost like all the design decisions around healing and death center around having an ally drop to 0 and then get brought back to consciousness with healing. Which is a solution that threaded the needle between some of the largest issues at the time of 5e's creation. Healing that is impactful but not mandatory vs healing that trivializes enemy damage until it's out. It's just the chosen solution introduced its own set of problems. I don't think there's a design decision around healing that' perfect or going to please most everyone. I think 5e gets close though, but want to see some design around deincentivizing whack a mole. [/QUOTE]
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House rule for in combat healing and yoyo at 0 HP
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