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General Tabletop Discussion
*Dungeons & Dragons
Tweak Instant Cure spells to fix whack-a-mole
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<blockquote data-quote="Tony Vargas" data-source="post: 6914505" data-attributes="member: 996"><p>I don't see how they're not. There's a well-known issue with an obvious proximate cause, but not everyone notices (or at least, not everyone complains of) the problem. You're asserting that, because the correlation isn't 100%, causation is impossible. Now, correlation doesn't prove causation, but less than 100% correllation doesn't disprove causation, either. </p><p></p><p>Though, really, 'whack-a-mole' gets brought up in more than just the odd isolated anecdote. Denying that it's a thing doesn't seem productive. Neither does dismissing the issue or any attempt at solutions by simply pointing the finger at the complainant. </p><p></p><p>In those situations, where, for instance, PCs simply aren't dropped because they own the encounter from the beginning with good tactics, efficient use of resources for offense & mitigation, and general superior player skill (or just wimpy encounters), sure. That's pretty far from the 'more dangerous' feel that Psikerlord says he's going for, though, so I'm not sure how it's relevant. </p><p></p><p>Would it feel more dangerous or harder with support casters healing allies /before/ they went down, instead? Because that's what punishing (or doing away with) heal-from-0 would seem to incentivize. </p><p></p><p>Proactive healing would also prevent it.</p><p></p><p>Maybe you should just cut healing word, give Cure Wounds a 1 minute cast time, and similarly adjust other healing abilities/items? </p><p></p><p>Healing becomes (but for the fighter's second wind, which is in no way whack-a-mole) an out-of-combat activity. Combat becomes more dangerous.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6914505, member: 996"] I don't see how they're not. There's a well-known issue with an obvious proximate cause, but not everyone notices (or at least, not everyone complains of) the problem. You're asserting that, because the correlation isn't 100%, causation is impossible. Now, correlation doesn't prove causation, but less than 100% correllation doesn't disprove causation, either. Though, really, 'whack-a-mole' gets brought up in more than just the odd isolated anecdote. Denying that it's a thing doesn't seem productive. Neither does dismissing the issue or any attempt at solutions by simply pointing the finger at the complainant. In those situations, where, for instance, PCs simply aren't dropped because they own the encounter from the beginning with good tactics, efficient use of resources for offense & mitigation, and general superior player skill (or just wimpy encounters), sure. That's pretty far from the 'more dangerous' feel that Psikerlord says he's going for, though, so I'm not sure how it's relevant. Would it feel more dangerous or harder with support casters healing allies /before/ they went down, instead? Because that's what punishing (or doing away with) heal-from-0 would seem to incentivize. Proactive healing would also prevent it. Maybe you should just cut healing word, give Cure Wounds a 1 minute cast time, and similarly adjust other healing abilities/items? Healing becomes (but for the fighter's second wind, which is in no way whack-a-mole) an out-of-combat activity. Combat becomes more dangerous. [/QUOTE]
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Tweak Instant Cure spells to fix whack-a-mole
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