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General Tabletop Discussion
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Tweak Instant Cure spells to fix whack-a-mole
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<blockquote data-quote="The Crimson Binome" data-source="post: 6916532" data-attributes="member: 6775031"><p>Allow me to address this, since the Capn seems to be temporarily incapacitated.</p><p></p><p>Under this system, a hero who is only barely dropped into the negatives (-1 or -2) can rise like a mole and immediately be whacked down again. Since the system keeps track down to -10, though, a heavy hit against a hero that is barely positive will send that character down to -10; once a hero is at -10, they cannot trivially rise again, because restoring more than 10hp to a fallen character is not a trivial act. If the healer throws out a Healing Word at rank 1 or 2, then the character is likely to go from -10 up to -3 or -1, so they will remain unconscious and thus lose a turn. Actually getting the hero back into the fight would require a fairly high-level spell slot for Healing Word, or require the healer's action to cast a real Cure Wounds spell.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6916532, member: 6775031"] Allow me to address this, since the Capn seems to be temporarily incapacitated. Under this system, a hero who is only barely dropped into the negatives (-1 or -2) can rise like a mole and immediately be whacked down again. Since the system keeps track down to -10, though, a heavy hit against a hero that is barely positive will send that character down to -10; once a hero is at -10, they cannot trivially rise again, because restoring more than 10hp to a fallen character is not a trivial act. If the healer throws out a Healing Word at rank 1 or 2, then the character is likely to go from -10 up to -3 or -1, so they will remain unconscious and thus lose a turn. Actually getting the hero back into the fight would require a fairly high-level spell slot for Healing Word, or require the healer's action to cast a real Cure Wounds spell. [/QUOTE]
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Tweak Instant Cure spells to fix whack-a-mole
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