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Whack-a-mole gaming or being healed from 0 hp
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<blockquote data-quote="CapnZapp" data-source="post: 6694837" data-attributes="member: 12731"><p>Perhaps I misunderstood you then. Yes, we are both here in this thread because of how easy it is to heal a fallen foe back to full combat effectiveness, and how this logically leads to monsters "double-tapping" downed heroes to make sure they stay down.</p><p></p><p>I would say lots of posters get me wrong. They think I am making things more difficult for the players, since a 1d4 hp heal no longer suffices. </p><p></p><p>In reality, it is trivial for me to attack downed heroes to kill them off. And then you need much more than a 10 or 20 hp heal; you need a fricking revivify spell at the very least!</p><p></p><p>What isn't on the table, however, is to play the game naïvely, to play it on I'm too young to die mode where monsters blithely play whack-a-mole and never really get anywhere.</p><p></p><p>Cheers,</p><p>Zapp</p><p></p><p>PS. Saelorn, let me just add that when I talked about ready actions, I didn't have this particular rule in mind. No ready action shenanigans are really needed. Simply have your monsters keep attacking downed foes using their regular actions. </p><p></p><p>Sure, sometimes the player lucks out and their Cleric is next in initiative order, but more generally, it should be sufficiently commonplace to see a handful of monster actions between the attack that downed the hero and a player action that can do something about it. </p><p></p><p>That threat alone should be enough for anyone to see the wisdom in my proposed change. The change isn't "you need 10 or 20 more healing to rescue a fallen friend". </p><p></p><p>The real change is "you no longer need Raise Dead to rescue a fallen friend"</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6694837, member: 12731"] Perhaps I misunderstood you then. Yes, we are both here in this thread because of how easy it is to heal a fallen foe back to full combat effectiveness, and how this logically leads to monsters "double-tapping" downed heroes to make sure they stay down. I would say lots of posters get me wrong. They think I am making things more difficult for the players, since a 1d4 hp heal no longer suffices. In reality, it is trivial for me to attack downed heroes to kill them off. And then you need much more than a 10 or 20 hp heal; you need a fricking revivify spell at the very least! What isn't on the table, however, is to play the game naïvely, to play it on I'm too young to die mode where monsters blithely play whack-a-mole and never really get anywhere. Cheers, Zapp PS. Saelorn, let me just add that when I talked about ready actions, I didn't have this particular rule in mind. No ready action shenanigans are really needed. Simply have your monsters keep attacking downed foes using their regular actions. Sure, sometimes the player lucks out and their Cleric is next in initiative order, but more generally, it should be sufficiently commonplace to see a handful of monster actions between the attack that downed the hero and a player action that can do something about it. That threat alone should be enough for anyone to see the wisdom in my proposed change. The change isn't "you need 10 or 20 more healing to rescue a fallen friend". The real change is "you no longer need Raise Dead to rescue a fallen friend" [/QUOTE]
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