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General Tabletop Discussion
*Dungeons & Dragons
Whack-a-mole gaming or being healed from 0 hp
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<blockquote data-quote="CapnZapp" data-source="post: 6694588" data-attributes="member: 12731"><p>I would think this piece of advice was more suited to a party dropping at an alarming rate - they wouldn't appreciate (or survive!) any more hardships.</p><p></p><p>But kidding aside, yes, experienced adventures drop seldom. </p><p></p><p><em>But dropping seldom is precisely the reason dropping should be special</em>, and not trivially fixed by a Healing Word.</p><p></p><p>A first level spell taking a bonus action to cast - I can't imagine a more trivial resource cost. Whack-a-mole indeed.</p><p></p><p>I dislike the notion monsters generally should continue attacking fallen foes. Dropping an adventurer should be enough, given that significant healing magic is an exception, not the rule. (That some foes, like stupid but hungry monsters should try to break off combat with its fallen prey not realizing sentient humanoids act differently than dumb herd animals, or especially cruel or vindictive individuals, is of course perfectly alright)</p><p></p><p>I especially dislike how the best strategy becomes <em>not</em> prevent allies from falling, since 1) any excess damage is wasted once you do fall, and 2) you only need a single hp of healing to be back at full capacity (suffering no disorientation, nausea etc), only having to grab your weapon (for free) and standing back up (for nearly free). And indeed, that 3) any more powerful in-combat healing is discouraged, since chances are a single hit will still wipe out all that healing, so why heal more than one hp - which leads back to reason 1) above.</p><p></p><p>So forgive me for not taking your advice. This thread is not for you.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6694588, member: 12731"] I would think this piece of advice was more suited to a party dropping at an alarming rate - they wouldn't appreciate (or survive!) any more hardships. But kidding aside, yes, experienced adventures drop seldom. [I]But dropping seldom is precisely the reason dropping should be special[/I], and not trivially fixed by a Healing Word. A first level spell taking a bonus action to cast - I can't imagine a more trivial resource cost. Whack-a-mole indeed. I dislike the notion monsters generally should continue attacking fallen foes. Dropping an adventurer should be enough, given that significant healing magic is an exception, not the rule. (That some foes, like stupid but hungry monsters should try to break off combat with its fallen prey not realizing sentient humanoids act differently than dumb herd animals, or especially cruel or vindictive individuals, is of course perfectly alright) I especially dislike how the best strategy becomes [I]not[/I] prevent allies from falling, since 1) any excess damage is wasted once you do fall, and 2) you only need a single hp of healing to be back at full capacity (suffering no disorientation, nausea etc), only having to grab your weapon (for free) and standing back up (for nearly free). And indeed, that 3) any more powerful in-combat healing is discouraged, since chances are a single hit will still wipe out all that healing, so why heal more than one hp - which leads back to reason 1) above. So forgive me for not taking your advice. This thread is not for you. [/QUOTE]
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