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Whack-a-mole gaming or being healed from 0 hp
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<blockquote data-quote="MoonSong" data-source="post: 6695388" data-attributes="member: 6689464"><p>I guess then you never play a heal focussed PC on first to 3.5 edition either, because obviously ending the fight quicker is so much better in the action economy that taking time to move towards a fallen ally is foolish.....</p><p></p><p>Really, there are two things that make playing healer rewarding:</p><p></p><p>1) letting you party remain on good condition at the end of the day</p><p>2) helping a wounded teammate</p><p></p><p>5e just killed the first one. Healing word just takes all of the good out of the second one. Why, because it is the I-Win button of healbots. If there was an option that let fighting types autokill enemies from afar, without a chance of failure, as a bonus action and that couldn't be used in the same round as a regular attack, would you really just use that one instead of using attacks? it is a safer option that works better with the action economy and makes more sense, it doesn't matter your individual fun, only that the party is as most optimally successful as possible... </p><p></p><p></p><p></p><p></p><p>You could just ban healing word, really, cure wounds has an actual cost in the action economy. It is more meaningful and harder to accomplish. Give up the whole turn or even more to reach the fallen comrade and heal him/her and then you have players actually caring about being hit. Healing word is like a Black lotus, and deserves the same spot on the banned heap.</p></blockquote><p></p>
[QUOTE="MoonSong, post: 6695388, member: 6689464"] I guess then you never play a heal focussed PC on first to 3.5 edition either, because obviously ending the fight quicker is so much better in the action economy that taking time to move towards a fallen ally is foolish..... Really, there are two things that make playing healer rewarding: 1) letting you party remain on good condition at the end of the day 2) helping a wounded teammate 5e just killed the first one. Healing word just takes all of the good out of the second one. Why, because it is the I-Win button of healbots. If there was an option that let fighting types autokill enemies from afar, without a chance of failure, as a bonus action and that couldn't be used in the same round as a regular attack, would you really just use that one instead of using attacks? it is a safer option that works better with the action economy and makes more sense, it doesn't matter your individual fun, only that the party is as most optimally successful as possible... You could just ban healing word, really, cure wounds has an actual cost in the action economy. It is more meaningful and harder to accomplish. Give up the whole turn or even more to reach the fallen comrade and heal him/her and then you have players actually caring about being hit. Healing word is like a Black lotus, and deserves the same spot on the banned heap. [/QUOTE]
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