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General Tabletop Discussion
*Dungeons & Dragons
Vitality [homebrew] playtest
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<blockquote data-quote="Fanaelialae" data-source="post: 7850854" data-attributes="member: 53980"><p>What I was trying to point out in the section that you snipped is that DP only really counter a very particular type of whack a mole. Self healing. There's nothing that I see that disincentivizes unconscious whack a mole. You'd be pretty much crazy not to go unconscious if you have no way to heal yourself, unless you're maintaining an effect or gambling on a special ability (like your player did). The best reason to choose Staggered currently is to heal yourself, renew your HP buffer, in order to be able to act on your turn without imminent risk of death. And for that to occur three times in (roughly) one day seems to me like it would be an outlier.</p><p></p><p>Keep in mind that DP doesn't address traditional whack a mole at all. You can still go unconscious and be healed pretty much as often as desired.</p><p></p><p></p><p>I'd say that a major factor in the institution of the 0 HP rule that 5e uses was to eliminate the factor of the earlier edition 20th level character, down to 20 HP, who was virtually guaranteed insta-death from the next attack (because it would do over 30 damage). </p><p></p><p>You've essentially brought that back, though admittedly as an opt-in mechanic. That makes it very weird at high levels IMO. In many cases it is basically a trap option, which basically assures that your character will die to the next attack that hits them. If you have a healer going soon, in most cases there's little incentive not to go the traditional whack a mole route of going unconscious and waiting to be healed. Again, it's only in the case of self healing (where you know you won't be attacked before you can act) that there's really a strong incentive to choose to be staggered.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7850854, member: 53980"] What I was trying to point out in the section that you snipped is that DP only really counter a very particular type of whack a mole. Self healing. There's nothing that I see that disincentivizes unconscious whack a mole. You'd be pretty much crazy not to go unconscious if you have no way to heal yourself, unless you're maintaining an effect or gambling on a special ability (like your player did). The best reason to choose Staggered currently is to heal yourself, renew your HP buffer, in order to be able to act on your turn without imminent risk of death. And for that to occur three times in (roughly) one day seems to me like it would be an outlier. Keep in mind that DP doesn't address traditional whack a mole at all. You can still go unconscious and be healed pretty much as often as desired. I'd say that a major factor in the institution of the 0 HP rule that 5e uses was to eliminate the factor of the earlier edition 20th level character, down to 20 HP, who was virtually guaranteed insta-death from the next attack (because it would do over 30 damage). You've essentially brought that back, though admittedly as an opt-in mechanic. That makes it very weird at high levels IMO. In many cases it is basically a trap option, which basically assures that your character will die to the next attack that hits them. If you have a healer going soon, in most cases there's little incentive not to go the traditional whack a mole route of going unconscious and waiting to be healed. Again, it's only in the case of self healing (where you know you won't be attacked before you can act) that there's really a strong incentive to choose to be staggered. [/QUOTE]
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