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Whack-a-mole gaming or being healed from 0 hp
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<blockquote data-quote="pukunui" data-source="post: 6695287" data-attributes="member: 54629"><p>[MENTION=12731]CapnZapp[/MENTION]: I still think you're seeing a mountain where there isn't even a molehill.</p><p></p><p>There are plenty of ways to address your problem *without* resorting to changing the rules. The first one that springs to mind would be to actually throw the recommended number of daily encounters at your group in order to wear them down. Doesn't matter if they use a bunch of <em>healing words</em> to keep each other in the fight early on ... they can't cast <em>healing word</em> at will, so eventually they're going to run out.</p><p></p><p>They'll run out even faster if you throw encounters at them that require them to use those limited spell slots of theirs to cast other spells. Make it so casting <em>healing word</em> to keep your buddy up is a hard choice, not an easy one, because that spell slot might be better used to cast something else.</p><p></p><p>You can also use the good ol' 'divide and conquer' tactic. Separate those PCs! Keep them far enough apart that they can't even throw a <em>healing word</em> at their buddy all that easily.</p><p></p><p>That sort of thing.</p><p></p><p></p><p> [MENTION=22779]Hussar[/MENTION]: Failed death saves don't carry over. They reset as soon as you regain any hit points or become stable.</p><p></p><p></p><p>As an aside: The only issue I have with the healing rules is the Medicine check to stabilize someone. The idea that you can stop someone from dying in 6 seconds or less without using any magic seems far more problematic to me. And yet, I can't be bothered house ruling it because I don't think it would be worth it. It's just a fantasy game, after all, not a real life simulator.</p></blockquote><p></p>
[QUOTE="pukunui, post: 6695287, member: 54629"] [MENTION=12731]CapnZapp[/MENTION]: I still think you're seeing a mountain where there isn't even a molehill. There are plenty of ways to address your problem *without* resorting to changing the rules. The first one that springs to mind would be to actually throw the recommended number of daily encounters at your group in order to wear them down. Doesn't matter if they use a bunch of [I]healing words[/I] to keep each other in the fight early on ... they can't cast [I]healing word[/I] at will, so eventually they're going to run out. They'll run out even faster if you throw encounters at them that require them to use those limited spell slots of theirs to cast other spells. Make it so casting [I]healing word[/I] to keep your buddy up is a hard choice, not an easy one, because that spell slot might be better used to cast something else. You can also use the good ol' 'divide and conquer' tactic. Separate those PCs! Keep them far enough apart that they can't even throw a [I]healing word[/I] at their buddy all that easily. That sort of thing. [MENTION=22779]Hussar[/MENTION]: Failed death saves don't carry over. They reset as soon as you regain any hit points or become stable. As an aside: The only issue I have with the healing rules is the Medicine check to stabilize someone. The idea that you can stop someone from dying in 6 seconds or less without using any magic seems far more problematic to me. And yet, I can't be bothered house ruling it because I don't think it would be worth it. It's just a fantasy game, after all, not a real life simulator. [/QUOTE]
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