Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Whack-a-mole gaming or being healed from 0 hp
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pukunui" data-source="post: 6694857" data-attributes="member: 54629"><p>How might one go about doing that, especially in an edition where combat can be quite swingy?</p><p></p><p>I would argue that the opposite is true, at least from the players' perspective. The more PCs that are in the fight, the quicker it will go. The fewer there are, the longer it will take for them to beat the enemy ... unless, of course, the enemy beats them first. </p><p></p><p></p><p>But why do you feel that you *have* to have them do that? Why not just accept that having PCs bounce back up quickly is part of the game and roll with it?</p><p></p><p>How is it adding "insult to injury"? It's a system that works well enough in other games, like the aforementioned Dragon Age. It's even one of the suggested options in the DMG for using the lingering injuries mechanic. I think it makes more sense that being "taken out" in physical combat would result in a lingering wound of some kind than some of the other ideas being bandied about in this thread do.</p><p></p><p>Then instead of mucking about with adding negative hit points and the like, why not just make it so <em>healing word</em> can't be used on someone who is dying? You could make it so the target of <em>healing word</em> has to be able to hear you as well as you being able to see them, and if they're dying, then you could say that they're effectively deafened and therefore can't hear you. That way <em>healing word</em> would only work on someone who is "still standing".</p></blockquote><p></p>
[QUOTE="pukunui, post: 6694857, member: 54629"] How might one go about doing that, especially in an edition where combat can be quite swingy? I would argue that the opposite is true, at least from the players' perspective. The more PCs that are in the fight, the quicker it will go. The fewer there are, the longer it will take for them to beat the enemy ... unless, of course, the enemy beats them first. But why do you feel that you *have* to have them do that? Why not just accept that having PCs bounce back up quickly is part of the game and roll with it? How is it adding "insult to injury"? It's a system that works well enough in other games, like the aforementioned Dragon Age. It's even one of the suggested options in the DMG for using the lingering injuries mechanic. I think it makes more sense that being "taken out" in physical combat would result in a lingering wound of some kind than some of the other ideas being bandied about in this thread do. Then instead of mucking about with adding negative hit points and the like, why not just make it so [I]healing word[/I] can't be used on someone who is dying? You could make it so the target of [I]healing word[/I] has to be able to hear you as well as you being able to see them, and if they're dying, then you could say that they're effectively deafened and therefore can't hear you. That way [I]healing word[/I] would only work on someone who is "still standing". [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Whack-a-mole gaming or being healed from 0 hp
Top