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Community
General Tabletop Discussion
*Pathfinder & Starfinder
weigh in: damage effects at bloodied and below
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<blockquote data-quote="Alex319" data-source="post: 4709089" data-attributes="member: 45678"><p>Interesting. I assume that "bloodied multiple times" means that you are bloodied, then you heal above bloodied, then you get knocked down to below bloodied.</p><p></p><p>One possibly unintended consequence I can see is that once players are bloodied, then they will try to avoid healing above bloodied in order to avoid getting the penalty again.</p><p></p><p>For example, suppose I have 50 hit points and are knocked down to 22 hit points, making me bloodied. If I then heal for 10 hit points and then take 10 more hit points of damage, then I got unbloodied and then bloodied again, so I get more penalty. If I instead took the 10 additional hit points of damage first and then healed, I would have gone down to 12 and up to 22, staying bloodied the whole time, so no additional penalty.</p><p></p><p>Effectively, characters will try to avoid having hit point values near the cutoff. This could mean an interesting, if unintended, dynamic - do I heal now to get to just above bloodied, which means that if I get hit again I will get another penalty, or do I wait, avoiding another penalty but also making it more likely I'll end up below zero?</p><p></p><p>My suggestion for avoiding this (if desired) would be to specify that even if you are bloodied multiple times during an encounter, you only can only get a -1 added to your penalty once per encounter. (After each encounter, it's still always beneficial to heal up to full, because "full health" is still as far away from the bloodied cutoff as you can get.)</p></blockquote><p></p>
[QUOTE="Alex319, post: 4709089, member: 45678"] Interesting. I assume that "bloodied multiple times" means that you are bloodied, then you heal above bloodied, then you get knocked down to below bloodied. One possibly unintended consequence I can see is that once players are bloodied, then they will try to avoid healing above bloodied in order to avoid getting the penalty again. For example, suppose I have 50 hit points and are knocked down to 22 hit points, making me bloodied. If I then heal for 10 hit points and then take 10 more hit points of damage, then I got unbloodied and then bloodied again, so I get more penalty. If I instead took the 10 additional hit points of damage first and then healed, I would have gone down to 12 and up to 22, staying bloodied the whole time, so no additional penalty. Effectively, characters will try to avoid having hit point values near the cutoff. This could mean an interesting, if unintended, dynamic - do I heal now to get to just above bloodied, which means that if I get hit again I will get another penalty, or do I wait, avoiding another penalty but also making it more likely I'll end up below zero? My suggestion for avoiding this (if desired) would be to specify that even if you are bloodied multiple times during an encounter, you only can only get a -1 added to your penalty once per encounter. (After each encounter, it's still always beneficial to heal up to full, because "full health" is still as far away from the bloodied cutoff as you can get.) [/QUOTE]
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weigh in: damage effects at bloodied and below
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