Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Proposed Fix for Whack-a-Mole Healing
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Lanliss" data-source="post: 7076644" data-attributes="member: 6801219"><p>Actually, I think the OP solution does fix the problem.</p><p></p><p><strong>Problem 1:</strong> Healers wait until a PC goes down to heal them.</p><p></p><p><strong>Result/Problem 2:</strong> PC who was healed from 0 has low health, and goes down again quickly.</p><p></p><p><strong>Solutions:</strong> Resistance to healing, which will make healing from 0 much less appealing.</p><p>Downed PC must make a save to wake up before the fight ends, giving more incentive to keep them from falling in the first place.</p><p></p><p>So, the OP could probably just implement the second solution, as I think that gives plenty of reason to not let someone go down. The first solution is debatable in its usefulness. Some will like it, because it makes the healing less efficient, which provides a second reason to not let people go down. Some will not like it, because it looks like a way to just drain the party resources more.</p><p></p><p>Results (From what I can see): </p><p>Healing characters will spend a lot more slots on healing, attempting to keep up with the damage output of enemies, <strong>and/or</strong> You would see more careful play, as the players know it is much more painful to go down.</p><p></p><p>The first result reads like a bit of a new problem, because you don't want someone dedicated solely to healing against their will. I just finally managed to break my players of the mind set that they <em>have</em> to have a healer in the party, rather than what they actually want to play. However, if it follows the second result, it should play much smoother I think.</p></blockquote><p></p>
[QUOTE="Lanliss, post: 7076644, member: 6801219"] Actually, I think the OP solution does fix the problem. [B]Problem 1:[/B] Healers wait until a PC goes down to heal them. [B]Result/Problem 2:[/B] PC who was healed from 0 has low health, and goes down again quickly. [B]Solutions:[/B] Resistance to healing, which will make healing from 0 much less appealing. Downed PC must make a save to wake up before the fight ends, giving more incentive to keep them from falling in the first place. So, the OP could probably just implement the second solution, as I think that gives plenty of reason to not let someone go down. The first solution is debatable in its usefulness. Some will like it, because it makes the healing less efficient, which provides a second reason to not let people go down. Some will not like it, because it looks like a way to just drain the party resources more. Results (From what I can see): Healing characters will spend a lot more slots on healing, attempting to keep up with the damage output of enemies, [B]and/or[/B] You would see more careful play, as the players know it is much more painful to go down. The first result reads like a bit of a new problem, because you don't want someone dedicated solely to healing against their will. I just finally managed to break my players of the mind set that they [I]have[/I] to have a healer in the party, rather than what they actually want to play. However, if it follows the second result, it should play much smoother I think. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Proposed Fix for Whack-a-Mole Healing
Top