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How has your DM handled death before and after the party getting the spell Revivify?
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<blockquote data-quote="toucanbuzz" data-source="post: 7464447" data-attributes="member: 19270"><p><em>Revivify</em> is largely a non-factor as we don't always have someone playing a cleric. More often we see the <em>Healing Word</em> "punchbag dummy" effect where a character keeps getting up with a few hit points and knocked back down. Goofy.</p><p></p><p>Since we switched to the optional Initiative Rules (<em>weapon speed</em> where you have to declare an action at start of turn), it's fixed the goofiness because you can't declare you're doing any Action when you're unconscious. If you do get healed up that round, you can still move but not act (more of a dazed effect). Whether by intent or side-effect, this option cures this pop up and down. It could easily be implemented as a House Rule: <em>if healed from 0 hit points, you can take no Actions that round, though you can still use Movement.</em></p><p></p><p>Finally, I play my bad guys according to Intelligence. If a beast knocks you down and others are still waiving swords and screaming, it's going after them. If it's just you and the beast, it's probably going to maul you. An intelligent foe, unless intending to take captives, likely will finish the fight by putting a sword in your gut. It'd be foolish to leave anything alive as they might be feigning the severity of their injury to later stab you in the back or escape. And, as noted earlier, things like <em>ghouls</em> might pause in battle to devour you whole. Had this happen in a <em>Strahd</em> battle that resulted in a character death. The ghoul sat down to enjoy its meal. Took the players a bit by surprise because they had become accustomed in many battles to enemies knocking them down and moving on, giving them a chance to heal up or leeway to bandage them.</p></blockquote><p></p>
[QUOTE="toucanbuzz, post: 7464447, member: 19270"] [I]Revivify[/I] is largely a non-factor as we don't always have someone playing a cleric. More often we see the [I]Healing Word[/I] "punchbag dummy" effect where a character keeps getting up with a few hit points and knocked back down. Goofy. Since we switched to the optional Initiative Rules ([I]weapon speed[/I] where you have to declare an action at start of turn), it's fixed the goofiness because you can't declare you're doing any Action when you're unconscious. If you do get healed up that round, you can still move but not act (more of a dazed effect). Whether by intent or side-effect, this option cures this pop up and down. It could easily be implemented as a House Rule: [I]if healed from 0 hit points, you can take no Actions that round, though you can still use Movement.[/I] Finally, I play my bad guys according to Intelligence. If a beast knocks you down and others are still waiving swords and screaming, it's going after them. If it's just you and the beast, it's probably going to maul you. An intelligent foe, unless intending to take captives, likely will finish the fight by putting a sword in your gut. It'd be foolish to leave anything alive as they might be feigning the severity of their injury to later stab you in the back or escape. And, as noted earlier, things like [I]ghouls[/I] might pause in battle to devour you whole. Had this happen in a [I]Strahd[/I] battle that resulted in a character death. The ghoul sat down to enjoy its meal. Took the players a bit by surprise because they had become accustomed in many battles to enemies knocking them down and moving on, giving them a chance to heal up or leeway to bandage them. [/QUOTE]
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How has your DM handled death before and after the party getting the spell Revivify?
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