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SELF-HEALING- zero HP divide?
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<blockquote data-quote="Ruin Explorer" data-source="post: 8014071" data-attributes="member: 18"><p>This has the same exact problem as every other take on this:</p><p></p><p>1) It messes up the ability to play of the entire party, whilst completely ruining the experience of one guy. Unless that guy is a subclass which gains little/nothing from rests.</p><p></p><p>2) It near-forces the entire party to take a Long Rest, in this case of a week, because, quite likely, of a couple of bad or unlucky rolls.</p><p></p><p>3) It doesn't really "solve" anything, or particularly make the game more interesting, because hitting 0 HP isn't generally something people are "just fine with" already.</p><p></p><p>Most of the solutions for watering it down contain the same issues, just to a less-exaggerated degree. This would also have the unfortunate side-effect of making it so that anyone in the party who can cast heals is basically going to forced to "top up" PCs, because they know that if they hit zero, they're basically out for a week. It also means the party will take more frequent Short and Long Rests to "top up" their HP, which is likely to be anti-dramatic.</p><p></p><p>People never seem to think through the obvious (to me) implications of such changes. It's really weird. I've seen this sort of thing for decades, and people just don't think it through. If you want to push a party into an extremely cautious mode, where they're obsessed with staying at full HP, and to make anyone in the party who can heal, basically have that as their full-time job now (rather than being able to actually cast spells, they need to hold them back to prevent people from hitting 0 HP, and thus being out for a week), this is a great way to achieve that. Somehow I doubt that was the actual goal.</p><p></p><p>It seems like the actual goal was to make in-combat healing make more sense, but this has effects that go wildly and hilariously beyond that.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8014071, member: 18"] This has the same exact problem as every other take on this: 1) It messes up the ability to play of the entire party, whilst completely ruining the experience of one guy. Unless that guy is a subclass which gains little/nothing from rests. 2) It near-forces the entire party to take a Long Rest, in this case of a week, because, quite likely, of a couple of bad or unlucky rolls. 3) It doesn't really "solve" anything, or particularly make the game more interesting, because hitting 0 HP isn't generally something people are "just fine with" already. Most of the solutions for watering it down contain the same issues, just to a less-exaggerated degree. This would also have the unfortunate side-effect of making it so that anyone in the party who can cast heals is basically going to forced to "top up" PCs, because they know that if they hit zero, they're basically out for a week. It also means the party will take more frequent Short and Long Rests to "top up" their HP, which is likely to be anti-dramatic. People never seem to think through the obvious (to me) implications of such changes. It's really weird. I've seen this sort of thing for decades, and people just don't think it through. If you want to push a party into an extremely cautious mode, where they're obsessed with staying at full HP, and to make anyone in the party who can heal, basically have that as their full-time job now (rather than being able to actually cast spells, they need to hold them back to prevent people from hitting 0 HP, and thus being out for a week), this is a great way to achieve that. Somehow I doubt that was the actual goal. It seems like the actual goal was to make in-combat healing make more sense, but this has effects that go wildly and hilariously beyond that. [/QUOTE]
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