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New D&D Survey: What Do you Want From Older Editions?
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<blockquote data-quote="FormerlyHemlock" data-source="post: 7675107" data-attributes="member: 6787650"><p>I haven't found this to be true. Anyone who goes down in melee combat usually (60%?) gets shredded and dies that same turn, typically because they did something insane like charging a cluster of umber hulks[1]. When death saves happen in my game they are more likely to happen at range, because going down at range imposes disadvantage on further attacks (cancelled by being unconscious, but at least it's not advantage) and because hits at range are not auto-crits.</p><p></p><p>Furthermore, someone can just hold an action to take the PC down again the instant the healer pops him back up (prone).</p><p></p><p>Apparently I run an unusually-deadly game, judging by polls, but if popup healing is a concern then you have that exact same problem already with Healing Word and the Healer feat. 5 sp per usage for healing kits isn't much of a constraint.</p><p></p><p>In short, I don't think Stand the Dying (as written) would be overpowered as a class ability. And Healer already <em>is</em> a class ability, fighters can get it as their 6th level ability with the extra feat. I'd expect STD to be roughly comparable.</p><p></p><p>[1] I could tell you an amusing story about a player whose main PC for a long time was a necromancer. Recently he switched to playing his anti-undead paladin. He told me he wanted to introduce her in the middle of a pitched battle with all of the necromancer's skeletons. (Sibling rivalry--he's pro-undead, she's anti-.) I was like, okay... So next session, she's a guard on the spelljamming ship where the necromancer has left all of his skeletons in an unfriendly self-defense formation, and she tells her fellow guardsmen that she is going to destroy all of those abominations and wants them to help her. The other guards react like she's going to set off a bomb, diving for cover and stuff, but she wades into melee anyway. A two and a half rounds later, she's killed two skeletons and she's dead. The player doesn't even have the excuse of not knowing what he was getting into--these are the EXACT SAME SKELETONS he'd used to slaughter a dozen umber hulks the session before! He should know perfectly well what kind of damage output he was looking at.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 7675107, member: 6787650"] I haven't found this to be true. Anyone who goes down in melee combat usually (60%?) gets shredded and dies that same turn, typically because they did something insane like charging a cluster of umber hulks[1]. When death saves happen in my game they are more likely to happen at range, because going down at range imposes disadvantage on further attacks (cancelled by being unconscious, but at least it's not advantage) and because hits at range are not auto-crits. Furthermore, someone can just hold an action to take the PC down again the instant the healer pops him back up (prone). Apparently I run an unusually-deadly game, judging by polls, but if popup healing is a concern then you have that exact same problem already with Healing Word and the Healer feat. 5 sp per usage for healing kits isn't much of a constraint. In short, I don't think Stand the Dying (as written) would be overpowered as a class ability. And Healer already [I]is[/I] a class ability, fighters can get it as their 6th level ability with the extra feat. I'd expect STD to be roughly comparable. [1] I could tell you an amusing story about a player whose main PC for a long time was a necromancer. Recently he switched to playing his anti-undead paladin. He told me he wanted to introduce her in the middle of a pitched battle with all of the necromancer's skeletons. (Sibling rivalry--he's pro-undead, she's anti-.) I was like, okay... So next session, she's a guard on the spelljamming ship where the necromancer has left all of his skeletons in an unfriendly self-defense formation, and she tells her fellow guardsmen that she is going to destroy all of those abominations and wants them to help her. The other guards react like she's going to set off a bomb, diving for cover and stuff, but she wades into melee anyway. A two and a half rounds later, she's killed two skeletons and she's dead. The player doesn't even have the excuse of not knowing what he was getting into--these are the EXACT SAME SKELETONS he'd used to slaughter a dozen umber hulks the session before! He should know perfectly well what kind of damage output he was looking at. [/QUOTE]
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