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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="dmnqwk" data-source="post: 6914563" data-attributes="member: 6804204"><p>If you're really looking to alter whack a mole into something more appropriate, just consider the depth they go into negative:</p><p></p><p>A) A 105hp barbarian is fighting a group of ogres who manage to reduce him to -2hp with a lucky swing. The Cleric throws a 5th level cure spell for 42 points.</p><p>B) A 16hp Bard is smacked by a Bugbear down to -11hp. The other Bard throws Healing Word for 3 points.</p><p></p><p>If you're going to treat both scenarios as the same, you're really not looking to fix a problem, but change the issue into something else. I mean, if you believe the 2 scenarios above are identical then really why have an issue with whack-a-mole?</p><p></p><p>If you're of the understanding that the Barbarian barely went down but received a massive boost, while the Bard took a hefty blow and was close to death before receiving a minor blow, then you should look at creating a table to cope with things:</p><p></p><p>Modifiers:</p><p>+1 if the cure value was greater than their negative health.</p><p>+1/+3 if the cure value was greater than 50%/100% of their health.</p><p>-1 For each time they go down after the first.</p><p>-1/-3 If they suffered a blow for more than 50%/100% of their total health.</p><p></p><p>Roll 1d6:</p><p>0 or less. The cure spell stabilizes them, but they remain unconscious for 1d4 hours.</p><p>1-3. They are incapable of taking any actions for 1d6 rounds but may move at half speed.</p><p>4+ They are cured as per current rules.</p><p></p><p>If you'd prefer, you could create a "lingering effects" table instead, which focuses on penalties for characters who are dropped, such as disadvantage on attacks or partial deafness (25% spell failure when casting spells with verbal components).</p></blockquote><p></p>
[QUOTE="dmnqwk, post: 6914563, member: 6804204"] If you're really looking to alter whack a mole into something more appropriate, just consider the depth they go into negative: A) A 105hp barbarian is fighting a group of ogres who manage to reduce him to -2hp with a lucky swing. The Cleric throws a 5th level cure spell for 42 points. B) A 16hp Bard is smacked by a Bugbear down to -11hp. The other Bard throws Healing Word for 3 points. If you're going to treat both scenarios as the same, you're really not looking to fix a problem, but change the issue into something else. I mean, if you believe the 2 scenarios above are identical then really why have an issue with whack-a-mole? If you're of the understanding that the Barbarian barely went down but received a massive boost, while the Bard took a hefty blow and was close to death before receiving a minor blow, then you should look at creating a table to cope with things: Modifiers: +1 if the cure value was greater than their negative health. +1/+3 if the cure value was greater than 50%/100% of their health. -1 For each time they go down after the first. -1/-3 If they suffered a blow for more than 50%/100% of their total health. Roll 1d6: 0 or less. The cure spell stabilizes them, but they remain unconscious for 1d4 hours. 1-3. They are incapable of taking any actions for 1d6 rounds but may move at half speed. 4+ They are cured as per current rules. If you'd prefer, you could create a "lingering effects" table instead, which focuses on penalties for characters who are dropped, such as disadvantage on attacks or partial deafness (25% spell failure when casting spells with verbal components). [/QUOTE]
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Tweak Instant Cure spells to fix whack-a-mole
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