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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: 6695988" data-attributes="member: 12731"><p>Thank you. </p><p></p><p>This is exactly the kind of constructive commentary you can wish for when you throw out a suggestion <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Based on the wording of the spell and the fact it is a fourth level spell I am inclined to let it have its intended effect. That is: any creature at 0 <em>or below</em> is brought up to 1 (and thus full freedom to act). </p><p></p><p>I guess I could retool the spell into granting +1 hp/round, but really: that would turn the spell into something completely different than what it is now. Note how it even today does not add hit points. The spell <em>sets</em> your hit points.</p><p></p><p>You might be surprised at my decision. After all, isn't this the Whack-A-Mole spell if there ever was one? To this I say: well, its level means characters won't be able to spam it until your level is in the double digits (since only then will they be able to cast it more than once a day). This should mean it only arrives well after the campaign has been established. And at that level the difference between RAW and my suggestion, i.e. ten hit points, is a trivial amount. Meaning that most of the hp you save by not tracking negative hp all the way down to negative maximum hp is due to the relatively high level and not the spell. Having fundamental shifts in character abilities are quite okay when you change tiers.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6695988, member: 12731"] Thank you. This is exactly the kind of constructive commentary you can wish for when you throw out a suggestion :) Based on the wording of the spell and the fact it is a fourth level spell I am inclined to let it have its intended effect. That is: any creature at 0 [I]or below[/I] is brought up to 1 (and thus full freedom to act). I guess I could retool the spell into granting +1 hp/round, but really: that would turn the spell into something completely different than what it is now. Note how it even today does not add hit points. The spell [I]sets[/I] your hit points. You might be surprised at my decision. After all, isn't this the Whack-A-Mole spell if there ever was one? To this I say: well, its level means characters won't be able to spam it until your level is in the double digits (since only then will they be able to cast it more than once a day). This should mean it only arrives well after the campaign has been established. And at that level the difference between RAW and my suggestion, i.e. ten hit points, is a trivial amount. Meaning that most of the hp you save by not tracking negative hp all the way down to negative maximum hp is due to the relatively high level and not the spell. Having fundamental shifts in character abilities are quite okay when you change tiers. [/QUOTE]
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