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General Tabletop Discussion
*Dungeons & Dragons
In-Combat Healing: How and Why?
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<blockquote data-quote="Blue" data-source="post: 7623671" data-attributes="member: 20564"><p>I was talking about how I rate success. As you said, that's the important part to determine to you are meeting your goal.</p><p></p><p></p><p></p><p>This is a place where having a different goal leads to different tactics. With most of the DMs I've played with, it is quite hard for a character to be killed in one round. Between mostly only hit with area of effect, with others havign abilities to heal as well, and with the general resilience of PCs, it's a very rare occurrence. And someone dying is 2-3 actions lost anyway, then a Revivify. Optimizing to save 2-3 actions that occur very rarely over optimizing to save 1 action regularly is a failure for my goal.</p><p></p><p>Death is rare, with resources being devoted to in-combat healing (as opposed to just standing someone up when they fall) it's even rarer, and once you hit Tier 2 the effect of death <em>on a combat</em> is around the impact of failing a save to other debuffs.</p><p></p><p>Heck, it could potentially even be done on the battlefield, though standing someone up to 1 HP is just asking for them to be knocked unconcious again.</p><p></p><p>Now, death has a wonderful RP impact, and Revivify has a heavy material component cost - those are very true. Personally, I learned gaming back with AD&D and spells to raised the dead would do things like chance of permanent death based on CON, and permanent CON loss. A 3rd level get-out-of-death-free spell cheapens it for me, but absent character motivations of not-wanting-to-die! as a player I'll acknowledge the tactical change it makes.</p><p></p><p>At many tables death happens rarely enough that it's better to prioritize your healing resources in order to minimize offensive actions lost (to kill the opponent quicker and reducing the chance of death) rather than spending actions overhealing to prevent it from happening.</p></blockquote><p></p>
[QUOTE="Blue, post: 7623671, member: 20564"] I was talking about how I rate success. As you said, that's the important part to determine to you are meeting your goal. This is a place where having a different goal leads to different tactics. With most of the DMs I've played with, it is quite hard for a character to be killed in one round. Between mostly only hit with area of effect, with others havign abilities to heal as well, and with the general resilience of PCs, it's a very rare occurrence. And someone dying is 2-3 actions lost anyway, then a Revivify. Optimizing to save 2-3 actions that occur very rarely over optimizing to save 1 action regularly is a failure for my goal. Death is rare, with resources being devoted to in-combat healing (as opposed to just standing someone up when they fall) it's even rarer, and once you hit Tier 2 the effect of death [I]on a combat[/I] is around the impact of failing a save to other debuffs. Heck, it could potentially even be done on the battlefield, though standing someone up to 1 HP is just asking for them to be knocked unconcious again. Now, death has a wonderful RP impact, and Revivify has a heavy material component cost - those are very true. Personally, I learned gaming back with AD&D and spells to raised the dead would do things like chance of permanent death based on CON, and permanent CON loss. A 3rd level get-out-of-death-free spell cheapens it for me, but absent character motivations of not-wanting-to-die! as a player I'll acknowledge the tactical change it makes. At many tables death happens rarely enough that it's better to prioritize your healing resources in order to minimize offensive actions lost (to kill the opponent quicker and reducing the chance of death) rather than spending actions overhealing to prevent it from happening. [/QUOTE]
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