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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: 6694886" data-attributes="member: 12731"><p>Good question. It's not just because bouncing back ISN'T part of the game unless the DM holds back on using the rules (whether because she's a soft carebear or simply doesn't see how easy it is to double-tap fallen heroes). </p><p></p><p>I feel quickly bouncing back is a cheesy notion, or more specifically: how whack-a-mole strategy is pure cheese. </p><p></p><p>Furthermore, I don't like the vindictive turn the game takes if you take the rules to their logical conclusion; i.e. double-tapping. I don't want a game where you actively want to kill the heroes just because the rules don't make them stay down one bit. It only justifies the player characters into becoming even more murderhobo (if they actively try to kill us, then we have no qualms with killing them) </p><p></p><p></p><p>D&D isn't those other games. </p><p></p><p>I believe that you will get downed on a semi-regular basis, and since there's usually very little you can do about it, I refuse to penalize this even further. </p><p></p><p>More generally: lingering injuries is solving a different problem. </p><p></p><p>Your problem is "being downed does not carry enough of a consequence". That is a fine problem to tackle, but I'm not the one having it.</p><p></p><p>My problem is "better to hold off healing until he's going down, since we then get rid of some damage". My problem is whack-a-mole. Nothing about lingering injuries make you want to stop healing the fallen. Nothing about penalizing the PC that takes damage chnges the fact that surplus damage disappears at 0 hp. </p><p></p><p></p><p>First off, there's nothing complicated or "mucking about" with negative hit points. In my opinion, it is a very easy and straight-forward mechanism.</p><p></p><p>Secondly, I don't want to create exceptions for specific spells. That, if anything, would be "mucking about" in my world. Why would a d4 healing word not work when a 1 hp Lay on Hand does? Why would a Healing Potion work even when you roll a one, when a healing word won't work even for a Life Cleric using a level nine slot restoring dozens and dozens of hit points? (And so on, I'm being rhetoric) </p><p></p><p>Drawing the line at -10 instead of 0 treats all healing equally, which is a trait I happen to appreciate. </p><p></p><p>But good luck with your campaign and your lingering wounds!</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6694886, member: 12731"] Good question. It's not just because bouncing back ISN'T part of the game unless the DM holds back on using the rules (whether because she's a soft carebear or simply doesn't see how easy it is to double-tap fallen heroes). I feel quickly bouncing back is a cheesy notion, or more specifically: how whack-a-mole strategy is pure cheese. Furthermore, I don't like the vindictive turn the game takes if you take the rules to their logical conclusion; i.e. double-tapping. I don't want a game where you actively want to kill the heroes just because the rules don't make them stay down one bit. It only justifies the player characters into becoming even more murderhobo (if they actively try to kill us, then we have no qualms with killing them) D&D isn't those other games. I believe that you will get downed on a semi-regular basis, and since there's usually very little you can do about it, I refuse to penalize this even further. More generally: lingering injuries is solving a different problem. Your problem is "being downed does not carry enough of a consequence". That is a fine problem to tackle, but I'm not the one having it. My problem is "better to hold off healing until he's going down, since we then get rid of some damage". My problem is whack-a-mole. Nothing about lingering injuries make you want to stop healing the fallen. Nothing about penalizing the PC that takes damage chnges the fact that surplus damage disappears at 0 hp. First off, there's nothing complicated or "mucking about" with negative hit points. In my opinion, it is a very easy and straight-forward mechanism. Secondly, I don't want to create exceptions for specific spells. That, if anything, would be "mucking about" in my world. Why would a d4 healing word not work when a 1 hp Lay on Hand does? Why would a Healing Potion work even when you roll a one, when a healing word won't work even for a Life Cleric using a level nine slot restoring dozens and dozens of hit points? (And so on, I'm being rhetoric) Drawing the line at -10 instead of 0 treats all healing equally, which is a trait I happen to appreciate. But good luck with your campaign and your lingering wounds! [/QUOTE]
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