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General Tabletop Discussion
*Dungeons & Dragons
The Problem with Healing Powercreep
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<blockquote data-quote="Cap'n Kobold" data-source="post: 9461989" data-attributes="member: 6802951"><p>Those two are not mutually exclusive.</p><p></p><p>No reasonable DM wants to make a player sit out a significant chunk of the session while everyone else is excited and engaged in the combat their characters are involved in. Giving the other players an incentive to prevent characters being downed characters or get them back in the fight <em><strong>and effective tools to do</strong></em> so is a good way of solving that issue.</p><p></p><p>Currently a lot of people are focused on the incentive to avoid characters going down, and then being brought back up in a state where they will drop again. However there seems to be an unhealthy focus on punishment rather than changing or providing systems that will allow this to be prevented.</p><p>That's like underfeeding your dog, then beating it when it chews on your boots.</p><p></p><p></p><p>Spell slots are a finite resource and actions in combat are precious. Spending spell slots on healing to maintain hit points <em>is still attrition</em> even if the healer can prevent someone from dropping while they are doing so.</p><p>The more effective healing spells are touch. Using them should be at least as effective as maintaining the party's health by staying back and casting ranged spells like Hold person, or Command, which is currently incentivised.</p><p></p><p></p><p>That is a very death spiral and TPK-oriented system. I don't think that most DMs want to encourage that, let alone players. There should be functional tools to recover from bad luck available should the party choose to employ them effectively.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 9461989, member: 6802951"] Those two are not mutually exclusive. No reasonable DM wants to make a player sit out a significant chunk of the session while everyone else is excited and engaged in the combat their characters are involved in. Giving the other players an incentive to prevent characters being downed characters or get them back in the fight [I][B]and effective tools to do[/B][/I] so is a good way of solving that issue. Currently a lot of people are focused on the incentive to avoid characters going down, and then being brought back up in a state where they will drop again. However there seems to be an unhealthy focus on punishment rather than changing or providing systems that will allow this to be prevented. That's like underfeeding your dog, then beating it when it chews on your boots. Spell slots are a finite resource and actions in combat are precious. Spending spell slots on healing to maintain hit points [I]is still attrition[/I] even if the healer can prevent someone from dropping while they are doing so. The more effective healing spells are touch. Using them should be at least as effective as maintaining the party's health by staying back and casting ranged spells like Hold person, or Command, which is currently incentivised. That is a very death spiral and TPK-oriented system. I don't think that most DMs want to encourage that, let alone players. There should be functional tools to recover from bad luck available should the party choose to employ them effectively. [/QUOTE]
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The Problem with Healing Powercreep
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