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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: 7623868" data-attributes="member: 20564"><p>All is good, you're very respectful in our discussion.</p><p></p><p>Okay, let's try it like this.</p><p></p><p>Death is just another condition, curable during or after combat once a party can cast Revivify. Just like a Dispel Magic (another 3rd level spell) might end some other condition. It's best to avoid, but doesn't need to be focused around unless the costly material components are a problem. As it is, it either requires a very large single hit, or it requires three failed death saves (time and/pr additional damage done once down).</p><p></p><p>The exception of that is a chicken-and-the-egg issue - you need to make sure that your last (usually only) character that can revivify doesn't die.</p><p></p><p>But outside that caveat, what is the point of in-combat healing? Well conditions, especially unconsciousness, can cost actions. Lose every character's action and you've lost the battle. So the goal of in-combat healing needs to be to reduce that loss. Death, frankly, doesn't reduce actions any more than unconsciousness does.</p><p></p><p>So both of our goals are to use reasonably sized heals to keep people up and fighting. It's just a different priority on who to heal. For example, a character that goes after the cleric without any foes between them can be stood up if they fall in a very efficient manner without loss of action. So I would prioritize healing another character, perhaps one that you would not because they aren't as close to dropping. Or possibly the healer themself.</p></blockquote><p></p>
[QUOTE="Blue, post: 7623868, member: 20564"] All is good, you're very respectful in our discussion. Okay, let's try it like this. Death is just another condition, curable during or after combat once a party can cast Revivify. Just like a Dispel Magic (another 3rd level spell) might end some other condition. It's best to avoid, but doesn't need to be focused around unless the costly material components are a problem. As it is, it either requires a very large single hit, or it requires three failed death saves (time and/pr additional damage done once down). The exception of that is a chicken-and-the-egg issue - you need to make sure that your last (usually only) character that can revivify doesn't die. But outside that caveat, what is the point of in-combat healing? Well conditions, especially unconsciousness, can cost actions. Lose every character's action and you've lost the battle. So the goal of in-combat healing needs to be to reduce that loss. Death, frankly, doesn't reduce actions any more than unconsciousness does. So both of our goals are to use reasonably sized heals to keep people up and fighting. It's just a different priority on who to heal. For example, a character that goes after the cleric without any foes between them can be stood up if they fall in a very efficient manner without loss of action. So I would prioritize healing another character, perhaps one that you would not because they aren't as close to dropping. Or possibly the healer themself. [/QUOTE]
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In-Combat Healing: How and Why?
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