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General Tabletop Discussion
*Dungeons & Dragons
House rule for in combat healing and yoyo at 0 HP
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<blockquote data-quote="Cap'n Kobold" data-source="post: 9201258" data-attributes="member: 6802951"><p>I would argue that using a healing spell to keep a party member alive for another round in the middle of a fight is considerably less boring than just going around killing a bunch of helpless enemies if the same spell slot was used for a CC spell instead.</p><p>Not only that, but it is also more fun in a inter-player-dynamics sense. The healing spell gives another player a chance to have their character shine rather than just yourself.</p><p></p><p></p><p>I don't think that anyone has suggested that sustainable healing be at <em>any </em>level capable of matching damage intake. Unless your theoretical party of clerics have a couple of Twilight <img src="http://www.enworld.org/forum/images/smilies/rant.png" class="smilie" loading="lazy" alt=":rant:" title="Rant :rant:" data-shortname=":rant:" /> clerics in there, even their healing is going to be burning spell slots and thus be unsustainable. They are going to run out of slots, and if too many of their actions and slots have been spent on healing, not enough will have been spent on winning the encounter. Or the next one, or the one after that . . .</p><p></p><p>The healing that most of this discussion has been about is healing that uses resources as well as the user's actions for that round. There has always been the assumption that no matter how effective a healing spell is, you are going to run out of them.</p><p></p><p> I would suggest that "good game design" is such that it encourages fun and evocative actions by making them "good tactics".</p><p></p><p> That has always been good tactics, and has always been much easier to achieve in D&D using spells for things other than healing. </p><p>The reason that we're trying to make healing good tactics is because it is better drama than stabbing helpless foes, or walling them off and walking away, or having your conjured mob fight them instead of yourself.</p><p></p><p> I think that you are arguing against an extreme position that no one is actually taking here. Slots do not last forever, and so no one is suggesting that healers are likely to try to keep their allies topped off at full HP, unless an encounter is so murderous that that would be the only way of keeping them alive.</p><p>If you have a spell slot that heals 20HP, using it on a PC who took 20 damage out of their remaining 30HP would probably be worth giving up your action for, but it is still preventing you from doing something else cool, like trying to remove one of the opponents dealing that damage to your ally.</p><p></p><p> . . . </p><p>You're taking a position that requires a very specific multiclass and subclass combination for your point to be valid?</p><p>Unless your view is that all parties will have a Druid/Life cleric combo character in them, I would suggest using a more representative example.</p><p> If a Life Cleric is able to negate the damage of the threats your party is encountering through in-combat healing, I do not thinks you should be throwing assertions that other group's DMs are "pulling punches".</p><p></p><p>A Cure Wounds spell of the same level as the fireballs that a party will be casting and receiving at 5th level will be undoing 3d8+4 damage. The extra +5 hp healed by a Life Cleric still isn't going to undo that fireball damage.</p><p></p><p></p><p> I do not think that running and hoping that another player's character dies instead of yours is not a good way to foster good party dynamics. Or friendships.</p><p></p><p> </p><p></p><p></p><p></p><p>If you're walking with someone and they fall over, it has never occurred that kicking them while they are trying to get up "To encourage them not to fall over again" might be good practice.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 9201258, member: 6802951"] I would argue that using a healing spell to keep a party member alive for another round in the middle of a fight is considerably less boring than just going around killing a bunch of helpless enemies if the same spell slot was used for a CC spell instead. Not only that, but it is also more fun in a inter-player-dynamics sense. The healing spell gives another player a chance to have their character shine rather than just yourself. I don't think that anyone has suggested that sustainable healing be at [I]any [/I]level capable of matching damage intake. Unless your theoretical party of clerics have a couple of Twilight :rant: clerics in there, even their healing is going to be burning spell slots and thus be unsustainable. They are going to run out of slots, and if too many of their actions and slots have been spent on healing, not enough will have been spent on winning the encounter. Or the next one, or the one after that . . . The healing that most of this discussion has been about is healing that uses resources as well as the user's actions for that round. There has always been the assumption that no matter how effective a healing spell is, you are going to run out of them. I would suggest that "good game design" is such that it encourages fun and evocative actions by making them "good tactics". That has always been good tactics, and has always been much easier to achieve in D&D using spells for things other than healing. The reason that we're trying to make healing good tactics is because it is better drama than stabbing helpless foes, or walling them off and walking away, or having your conjured mob fight them instead of yourself. I think that you are arguing against an extreme position that no one is actually taking here. Slots do not last forever, and so no one is suggesting that healers are likely to try to keep their allies topped off at full HP, unless an encounter is so murderous that that would be the only way of keeping them alive. If you have a spell slot that heals 20HP, using it on a PC who took 20 damage out of their remaining 30HP would probably be worth giving up your action for, but it is still preventing you from doing something else cool, like trying to remove one of the opponents dealing that damage to your ally. . . . You're taking a position that requires a very specific multiclass and subclass combination for your point to be valid? Unless your view is that all parties will have a Druid/Life cleric combo character in them, I would suggest using a more representative example. If a Life Cleric is able to negate the damage of the threats your party is encountering through in-combat healing, I do not thinks you should be throwing assertions that other group's DMs are "pulling punches". A Cure Wounds spell of the same level as the fireballs that a party will be casting and receiving at 5th level will be undoing 3d8+4 damage. The extra +5 hp healed by a Life Cleric still isn't going to undo that fireball damage. I do not think that running and hoping that another player's character dies instead of yours is not a good way to foster good party dynamics. Or friendships. If you're walking with someone and they fall over, it has never occurred that kicking them while they are trying to get up "To encourage them not to fall over again" might be good practice. [/QUOTE]
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House rule for in combat healing and yoyo at 0 HP
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