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Low level healing to stay up in a kids game
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<blockquote data-quote="Benjamin Olson" data-source="post: 8164385" data-attributes="member: 6988941"><p>Well ideally the Bard just learns to use their Mantle of Inspiration, as it is some pretty clutch light healing, and will get better next level when it goes up to eight points and inspiration starts refreshing on short rests. Next time they want to use Healing Word with another full spell on the action you might want to remind them that can't do that, but they can use a full spell with their Mantle of Inspiration. If they take advantage of that they will have more healing potential than most parties in most campaigns I've been involved.</p><p></p><p>But I get it, I've played with kids.</p><p></p><p>Are they taking short rests? The only real tweak to healing I've ever actually implemented was on some campaigns letting characters get all their hit dice back on long rests so that they could benefit from more short resting, but even without tweaking that, this is the basic form of healing available to everyone and they even get an extra d6 of healing when they do it because there is a Bard in the party.</p><p></p><p>You could just have them find more healing potions amongst loot and find more available in stores.</p><p></p><p>But fundamentally it sounds like they have adopted a playstyle based around what they like in the game rather than how the game is designed to opperate and you have to make a decision about how much you are going to adapt the game to their playstyle and adjust for whatever consequences that has. If they want to go for risky behavior, burn through HP, not use every healing opportunity available, and not even let an NPC healer follow them around then the game is designed for there to be an eventual reckoning in the form of death and or defeat. Obviously that is always a tricky thing to allow as DM and way more so with children, but as DM you have a lot of leeway to bring characters back from death or make defeats survivable (and heck, prison breaks can be a lot of fun).</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 8164385, member: 6988941"] Well ideally the Bard just learns to use their Mantle of Inspiration, as it is some pretty clutch light healing, and will get better next level when it goes up to eight points and inspiration starts refreshing on short rests. Next time they want to use Healing Word with another full spell on the action you might want to remind them that can't do that, but they can use a full spell with their Mantle of Inspiration. If they take advantage of that they will have more healing potential than most parties in most campaigns I've been involved. But I get it, I've played with kids. Are they taking short rests? The only real tweak to healing I've ever actually implemented was on some campaigns letting characters get all their hit dice back on long rests so that they could benefit from more short resting, but even without tweaking that, this is the basic form of healing available to everyone and they even get an extra d6 of healing when they do it because there is a Bard in the party. You could just have them find more healing potions amongst loot and find more available in stores. But fundamentally it sounds like they have adopted a playstyle based around what they like in the game rather than how the game is designed to opperate and you have to make a decision about how much you are going to adapt the game to their playstyle and adjust for whatever consequences that has. If they want to go for risky behavior, burn through HP, not use every healing opportunity available, and not even let an NPC healer follow them around then the game is designed for there to be an eventual reckoning in the form of death and or defeat. Obviously that is always a tricky thing to allow as DM and way more so with children, but as DM you have a lot of leeway to bring characters back from death or make defeats survivable (and heck, prison breaks can be a lot of fun). [/QUOTE]
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