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General Tabletop Discussion
*Dungeons & Dragons
The Fighter/Martial Problem (In Depth Ponderings)
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<blockquote data-quote="M_Natas" data-source="post: 9168383" data-attributes="member: 7025918"><p>The problem is also two fold. Other methods of preventing damage are better than healing, yes, but healing insid e combat also is useless when you want to retain your damage output.</p><p>Characters are as efficient at 100% HP as if they were at 1% of their HP. </p><p>But because healing is usually less than the damage a creature makes, it also makes no sense to waste a healing spell on somebody with 1% HP to get him up to 8%, because the next attack will do 10% damage, bringing him to 0 anyway.</p><p>So the only useful use of healing in Combat is to bring a character back from 0 HP.</p><p></p><p>We could bring back the bloody condition or be even more gradual, like:</p><p>Bloddy: When you are below 50% HP you have disadvantage on ability checks.</p><p>Very Bloddy: When you are below 40% HP, your speed is halved.</p><p>Extremley Bloddy: When you are below 30% you have disadvantage on attack rolls and saving throws.</p><p>Ultra Bloddy: When you are below 20% you only can take an action or bonus action or reaction per turn.</p><p>ULTRA EXTREM BLODDY: When you are below 10% your speed is reduced to 0.</p><p></p><p>Now it makes sense to heal, because we have several thresholds of worsening conditions.</p><p>At the moment the only threshold for any effect is 0 HP.</p><p></p><p>Of course with such conditions the chance of a death spiral gets higher.</p></blockquote><p></p>
[QUOTE="M_Natas, post: 9168383, member: 7025918"] The problem is also two fold. Other methods of preventing damage are better than healing, yes, but healing insid e combat also is useless when you want to retain your damage output. Characters are as efficient at 100% HP as if they were at 1% of their HP. But because healing is usually less than the damage a creature makes, it also makes no sense to waste a healing spell on somebody with 1% HP to get him up to 8%, because the next attack will do 10% damage, bringing him to 0 anyway. So the only useful use of healing in Combat is to bring a character back from 0 HP. We could bring back the bloody condition or be even more gradual, like: Bloddy: When you are below 50% HP you have disadvantage on ability checks. Very Bloddy: When you are below 40% HP, your speed is halved. Extremley Bloddy: When you are below 30% you have disadvantage on attack rolls and saving throws. Ultra Bloddy: When you are below 20% you only can take an action or bonus action or reaction per turn. ULTRA EXTREM BLODDY: When you are below 10% your speed is reduced to 0. Now it makes sense to heal, because we have several thresholds of worsening conditions. At the moment the only threshold for any effect is 0 HP. Of course with such conditions the chance of a death spiral gets higher. [/QUOTE]
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Community
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The Fighter/Martial Problem (In Depth Ponderings)
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