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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="Cap'n Kobold" data-source="post: 9198503" data-attributes="member: 6802951"><p>So?</p><p>They're burning all their actions and resources on not dying? That isn't going to win a fight, that is just <strong><em>losing slower</em></strong>. In order to win a fight, you need to spend those actions and resources on actually winning. (Achieving objectives, defeating opponents etc.)</p><p>That is the beauty of the temp HP idea: since temp HP doesn't stack, there is an inherent encouragement to do things other than heal. If they are taking so much damage that other party members are using their actions and burning resources just to stop them going down, then either they are either getting focused by all the opponents, took a chain of crits, or are holding the line against a superior foe - in which case it is just good party play to try to stop them from dying.</p><p></p><p> There often isn't a massive amount that a player can do to avoid significant damage, outside of burning the same resources that heals also use. Dodging and avoiding melee often lead to other party members taking the hits for you.</p><p></p><p>Ideally, what we're asking healing to mean is that you are spending your turn, and a resource, to give another player another turn or more of actions for them to use.</p><p>That does not seem such a bad option for party play does it.</p><p></p><p></p><p></p><p>I think that this is what you and many others of the "Kick the player when they're down" opinion are not getting: We do not like that optimal healing is performed at 0HP. We think that the mechanics rewarding that playstyle encourage degenerate gameplay. We would like the mechanics to encourage using healing while the character is still up. We would like character concept of someone who can support the party by healing to be a viable option.</p><p></p><p>Punishing the player for their character dropping down, whether through hitting their character whilst they are bleeding out, or death-spiral-inducing conditions inflicted on players who do drop to 0HP isn't a useful attitude unless you give the players more options to prevent their characters dropping to 0HP in the first place. Healing is one of those options.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 9198503, member: 6802951"] So? They're burning all their actions and resources on not dying? That isn't going to win a fight, that is just [B][I]losing slower[/I][/B]. In order to win a fight, you need to spend those actions and resources on actually winning. (Achieving objectives, defeating opponents etc.) That is the beauty of the temp HP idea: since temp HP doesn't stack, there is an inherent encouragement to do things other than heal. If they are taking so much damage that other party members are using their actions and burning resources just to stop them going down, then either they are either getting focused by all the opponents, took a chain of crits, or are holding the line against a superior foe - in which case it is just good party play to try to stop them from dying. There often isn't a massive amount that a player can do to avoid significant damage, outside of burning the same resources that heals also use. Dodging and avoiding melee often lead to other party members taking the hits for you. Ideally, what we're asking healing to mean is that you are spending your turn, and a resource, to give another player another turn or more of actions for them to use. That does not seem such a bad option for party play does it. I think that this is what you and many others of the "Kick the player when they're down" opinion are not getting: We do not like that optimal healing is performed at 0HP. We think that the mechanics rewarding that playstyle encourage degenerate gameplay. We would like the mechanics to encourage using healing while the character is still up. We would like character concept of someone who can support the party by healing to be a viable option. Punishing the player for their character dropping down, whether through hitting their character whilst they are bleeding out, or death-spiral-inducing conditions inflicted on players who do drop to 0HP isn't a useful attitude unless you give the players more options to prevent their characters dropping to 0HP in the first place. Healing is one of those options. [/QUOTE]
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House rule for in combat healing and yoyo at 0 HP
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