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Tweak Instant Cure spells to fix whack-a-mole
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<blockquote data-quote="Tony Vargas" data-source="post: 6914596" data-attributes="member: 996"><p>As you were so intent on pointing out, the explanation you find the most obvious isn't necessarily the only one. </p><p></p><p>So, you're not 'blaming' the players, you're just attributing the problem to them, rather than the system. Distinction noted. Judged meaningless, pedantic, and evasive, but noted.</p><p></p><p>You mean like "in combat" and "from enemies trying to kill them?" Pretty realistic expectations, for adventurers. </p><p></p><p>I mean, traps & hazards are also in the offing in most D&D games, and its certainly true that healing an ally who fell in a pit just doesn't have the same 'whack-a-mole' feel to it (perhaps ironically, because he /is/ in a hole). </p><p>Doesn't seem like a very meaningful insight, though, thanks just the same.</p><p></p><p>Yep. Heal-from-0 means it's never a waste to heal a fallen ally, and that waiting for the ally to fall 'saves' you from healing the damage he took over what was required to bring him up to 0.</p><p></p><p>In past editions we tracked negative hps, so if you were reduced to -8, you needed 8 points of healing just to get back to 0, and more to get up to full. So if you had, say, 12 hps and were hit for 10, then another 10, you'd be reduced to -8, and need all 20 hps you took healed to get back up to full. Not only that, but there might be serious consequences to being reduced to 0. So, it was a good idea to heal an ally as soon as he'd taken enough damage that you could use a spell without 'wasting' it. In the above example, you might cast CLW (1d8) as soon as your ally took those first 10 hps of damage, so he could take the second hit and still be up, he'd still need 12 more to get back to full, the same 20 as if you watched him get beaten down before doing anything, no upside to watching your friend dying. </p><p></p><p>But, in 5e, if you waited for him to drop, you'd only need to heal him for 12 hps instead of 20. Saving healing resources. An upside to dying. </p><p></p><p>For some of us, the problem isn't a big problem - so it's efficient to let your friends nearly die before you bust out the healing - it's not like D&D is a paragon of realism and genre fidelity, anyway, do what works best. For others, it's annoying, and a fix is desirable - the OP wants to fix the issue, mechanically, rather than work within or ignore it.</p><p></p><p>Some of the possible solutions, like death at -10, are just turning back the clock to a previous edition that didn't have the problem.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6914596, member: 996"] As you were so intent on pointing out, the explanation you find the most obvious isn't necessarily the only one. So, you're not 'blaming' the players, you're just attributing the problem to them, rather than the system. Distinction noted. Judged meaningless, pedantic, and evasive, but noted. You mean like "in combat" and "from enemies trying to kill them?" Pretty realistic expectations, for adventurers. I mean, traps & hazards are also in the offing in most D&D games, and its certainly true that healing an ally who fell in a pit just doesn't have the same 'whack-a-mole' feel to it (perhaps ironically, because he /is/ in a hole). Doesn't seem like a very meaningful insight, though, thanks just the same. Yep. Heal-from-0 means it's never a waste to heal a fallen ally, and that waiting for the ally to fall 'saves' you from healing the damage he took over what was required to bring him up to 0. In past editions we tracked negative hps, so if you were reduced to -8, you needed 8 points of healing just to get back to 0, and more to get up to full. So if you had, say, 12 hps and were hit for 10, then another 10, you'd be reduced to -8, and need all 20 hps you took healed to get back up to full. Not only that, but there might be serious consequences to being reduced to 0. So, it was a good idea to heal an ally as soon as he'd taken enough damage that you could use a spell without 'wasting' it. In the above example, you might cast CLW (1d8) as soon as your ally took those first 10 hps of damage, so he could take the second hit and still be up, he'd still need 12 more to get back to full, the same 20 as if you watched him get beaten down before doing anything, no upside to watching your friend dying. But, in 5e, if you waited for him to drop, you'd only need to heal him for 12 hps instead of 20. Saving healing resources. An upside to dying. For some of us, the problem isn't a big problem - so it's efficient to let your friends nearly die before you bust out the healing - it's not like D&D is a paragon of realism and genre fidelity, anyway, do what works best. For others, it's annoying, and a fix is desirable - the OP wants to fix the issue, mechanically, rather than work within or ignore it. Some of the possible solutions, like death at -10, are just turning back the clock to a previous edition that didn't have the problem. [/QUOTE]
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