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Tweak Instant Cure spells to fix whack-a-mole
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<blockquote data-quote="Chaosmancer" data-source="post: 6915044" data-attributes="member: 6801228"><p>Which is why in my own homebrew suggestion, I made it temp. exhaustion which goes away when the fight ends. Essentially, the magic that restarted your heart hasn't had time to regulate the beat yet, so you're pushing too fast too early. </p><p></p><p>After the fight and the adrenaline has gone done, you stabilize and lose the exhaustion. That way you are only penalizing players during the current fight, and they can start dropping dead instantly the sixth or seventh time you heal them up.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>To talk around to my point, the major issue does not seem to be the heal-from-zero then.</p><p></p><p>Hear me out. </p><p></p><p>This stems from the desire to have the most efficient use of action possible, no matter what. In games I run (which tend to have less experienced players) getting hit for that initial 40 damage causes panic. The healer is being begged to heal the character, the damage dealers start seeing if they have any tricks left, the thought of retreat might even possibly enter their mind. </p><p></p><p>The idea of not healing, so that later healing could be done at less value for less wasted resource does not enter into their equation.</p><p></p><p></p><p>Now then, looking back at the OP's proposed solution. What is the most efficient use of the Healer's action if they want to still be combat capable and do the least amount of healing necessary? </p><p></p><p>They don't heal. </p><p></p><p>Even if you make that 1-3 minutes count as concentration so they can still do other things, the type of people who are analyzing the most efficient use of their abilities and time are not going to drop a Spirit Guardians or Bless to go over and try and heal Bob, even for 60 hp, at the cost of that being the rest of their fight. And they will do the analysis that the possibility of them getting hit (since half the time they will be next to the monster that killed Bob) and losing that concentration and therefore their spell, is very high. </p><p></p><p>So, if the issue is that players who are looking for the most efficient way to heal are willing to key party members "get killed" to not have to heal 35 points of damage, the original solution just means they aren't going to heal period, because it is a waste of their time and actions. </p><p></p><p></p><p>Tracking the negative hp could potentially be a better solution, because then they need to use more powerful magic, however, if a player is down to -35 hp, you'd need to heal them for almost 70 pts to get them back in combat shape, and healing spells don't get that powerful for a long time in game, so then you are expending approximately double the resources to get them back in the fight, and with rolling for random healing, you could still end up healing them for 0 effect, wasting a turn, and they may decide to let a character die, and then use a different ability to bring them back (depending on level and wealth) instead of wasting multiple slots trying to get enough curative magic fowing into them to get them back into fighting shape.</p><p></p><p></p><p>At least, that's how it is looking to me</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 6915044, member: 6801228"] Which is why in my own homebrew suggestion, I made it temp. exhaustion which goes away when the fight ends. Essentially, the magic that restarted your heart hasn't had time to regulate the beat yet, so you're pushing too fast too early. After the fight and the adrenaline has gone done, you stabilize and lose the exhaustion. That way you are only penalizing players during the current fight, and they can start dropping dead instantly the sixth or seventh time you heal them up. To talk around to my point, the major issue does not seem to be the heal-from-zero then. Hear me out. This stems from the desire to have the most efficient use of action possible, no matter what. In games I run (which tend to have less experienced players) getting hit for that initial 40 damage causes panic. The healer is being begged to heal the character, the damage dealers start seeing if they have any tricks left, the thought of retreat might even possibly enter their mind. The idea of not healing, so that later healing could be done at less value for less wasted resource does not enter into their equation. Now then, looking back at the OP's proposed solution. What is the most efficient use of the Healer's action if they want to still be combat capable and do the least amount of healing necessary? They don't heal. Even if you make that 1-3 minutes count as concentration so they can still do other things, the type of people who are analyzing the most efficient use of their abilities and time are not going to drop a Spirit Guardians or Bless to go over and try and heal Bob, even for 60 hp, at the cost of that being the rest of their fight. And they will do the analysis that the possibility of them getting hit (since half the time they will be next to the monster that killed Bob) and losing that concentration and therefore their spell, is very high. So, if the issue is that players who are looking for the most efficient way to heal are willing to key party members "get killed" to not have to heal 35 points of damage, the original solution just means they aren't going to heal period, because it is a waste of their time and actions. Tracking the negative hp could potentially be a better solution, because then they need to use more powerful magic, however, if a player is down to -35 hp, you'd need to heal them for almost 70 pts to get them back in combat shape, and healing spells don't get that powerful for a long time in game, so then you are expending approximately double the resources to get them back in the fight, and with rolling for random healing, you could still end up healing them for 0 effect, wasting a turn, and they may decide to let a character die, and then use a different ability to bring them back (depending on level and wealth) instead of wasting multiple slots trying to get enough curative magic fowing into them to get them back into fighting shape. At least, that's how it is looking to me [/QUOTE]
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