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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="CapnZapp" data-source="post: 6914602" data-attributes="member: 12731"><p>To answer your specific question: </p><p></p><p>Unfortunately, the design of D&D is such that going down to 0 hp is not meant to be an especially uncommon event. </p><p></p><p>Not at low levels (where you have few hit points) and not at high levels (where some attacks and effects deal LOTS of damage).</p><p></p><p>By making it difficult (impossible) to heal your ally back into the fight, you are increasing swinginess and deadliness by a significant amount. </p><p></p><p>That doesn't mean your idea is necessarily bad, only that it is a heavy nerf to player characters, and you need to be careful not to overwhelm the party with encounters that would otherwise be much less dangerous.</p><p></p><p>Also: how fun is it to be out of a whole fight? By this I mean - each DM should really ask her players what they think.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6914602, member: 12731"] To answer your specific question: Unfortunately, the design of D&D is such that going down to 0 hp is not meant to be an especially uncommon event. Not at low levels (where you have few hit points) and not at high levels (where some attacks and effects deal LOTS of damage). By making it difficult (impossible) to heal your ally back into the fight, you are increasing swinginess and deadliness by a significant amount. That doesn't mean your idea is necessarily bad, only that it is a heavy nerf to player characters, and you need to be careful not to overwhelm the party with encounters that would otherwise be much less dangerous. Also: how fun is it to be out of a whole fight? By this I mean - each DM should really ask her players what they think. [/QUOTE]
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Tweak Instant Cure spells to fix whack-a-mole
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