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<blockquote data-quote="tetrasodium" data-source="post: 9862795" data-attributes="member: 93670"><p>What was the nonspecified return from death?</p><p></p><p>I'm going to second some of the comments made previously and add a suggestion of my own.</p><p></p><p>As others said, healing downed PCs up should never be really a waste --<em>UNLESS</em>-- the PC in question wastes it. That feeds into the second & larger problem where the party doesn't seem to be working together much & it sounds like there's some "everyone for themselves near ME" going on. As a wizard you can make huge contributions with control and debuff spells like web and slow, but the party needs to be on the ball working to maximize those kinds of things for them to see their full impact.</p><p></p><p>The healing word/death save interaction in 5e makes it easy for players to shut off the fact that their lack of cooperation and teamwork is negatively impacting other players because they never feel like they are at risk themselves.</p><p></p><p>I'm going to make a pair of suggestions to make your fellow players realize that they need to work together better and do so fast in a way that impacts them. </p><ul> <li data-xf-list-type="ul">First: Talk to your GM about no longer using (or even having) healing word & ask for a 3.5 style 50/50 charge 750gp§ cure light wounds wand that only works out of combat. That right there means that your fellow party members can't just ignore the risk of fighting recklessly at low health and expect your spell slots to swap in for their HP round after round. Suddenly those greater healing potions & such start looking a lot more important to players who didn't even consider their health all that much. Use it to top off the group between fights and make the party buy you a new one before it needs replacing</li> <li data-xf-list-type="ul">Second: stop letting your fellow party members dismiss resource burn rates in simply because resting is easy for them to lean on nova over strategy & teamwork. One way of furthering this is to get your GM to throw out the standard long/short rest mechanics & replace them with something like Mike Mearls has in his most recent <a href="https://www.patreon.com/posts/150954242" target="_blank">patreon Moldvey packet</a></li> </ul><p></p><p>[spoiler="these"]</p><p>Rest and Recovery </p><p>During an adventure, you might have the chance to rest and recover your hit points and </p><p>resources. There are two types of rests you can take, long rests and short rests. To gain the </p><p>full benefits of a rest, you need to find a safe, secure place that is comfortable and clean. </p><p>Short Rest </p><p>A short rest is a 10-minute period of downtime, during which a creature does nothing more </p><p>strenuous than reading, talking, eating, or standing watch. </p><p>Benefits of the Rest. When you finish the rest, you gain the following benefits: </p><p>• Healing. You regain 1 hit point per level if you are bloodied. </p><p>• Special Feature. Some features are recharged by a short rest. If you have such a </p><p>feature, it recharges as specified in its description. </p><p>Interrupting the Rest. A short rest is stopped if you take any damage or move from one </p><p>area to another, even if another creature or vehicle carries you. An interrupted short rest </p><p>confers no benefits. You must start over. </p><p>Long Rest </p><p>A long rest is a period of downtime that lasts at least 8 hours. During a long rest, you sleep </p><p>for at least 6 hours and perform no more than 2 hours of light activity, such as reading, </p><p>talking, eating, or standing watch. After you finish a long rest, you must wait at least 16 </p><p>hours before starting another one. </p><p>Quality of Rest. The conditions for your long rest determine the benefits you gain. </p><p>Conditions can be good, average, or poor. </p><p>• Poor conditions persist in areas infested with biting insects, strange noises, foul air, </p><p>and other factors that make rest difficult. The characters also suffer poor conditions </p><p>if they attempt to rest without the proper gear, such as bedrolls. </p><p>• Average represents the typical conditions on an adventure or while camping </p><p>outdoors. </p><p>• Good conditions are available in a comfortable inn, home, or other safe bastion of </p><p>civilization. </p><p></p><p></p><p>In some cases, a location might be so inhospitable that you cannot gain the benefits of a </p><p>long rest there. </p><p>Benefits of the Rest. You gain benefits based on the quality of your rest. </p><p>Poor Conditions </p><p>Hit Points. You regain 2 hit </p><p>points per level. </p><p>Death Saves. Lose one </p><p>failed death save. </p><p>Features. Regain anything </p><p>you recover on a short or </p><p>long rest. </p><p></p><p>Average Conditions </p><p>Hit Points. You regain 4 hit </p><p>points per level. </p><p>Death Saves. Lose two </p><p>failed death saves. </p><p>Death Saves. Lose two </p><p>failed death saves. </p><p></p><p>Good Conditions </p><p>Hit Points. You regain all </p><p>lost hit points. </p><p>Death Saves. Lose two </p><p>failed death saves. </p><p>Features. Regain anything </p><p>you recover on a short or </p><p>long rest. </p><p>Interrupting the Rest. A long rest is stopped if you take any damage or do anything more </p><p>strenuous than read, tend to your camp, or eat. </p><p>If you rested at least 10 minutes before the interruption, you gain the benefits of a short </p><p>rest. </p><p>You can resume a long rest immediately after an interruption. If you do so, the rest requires </p><p>1 additional hour per interruption to finish. </p><p> [/spoiler]</p><p></p><p></p><p>§thats what price they were purchasable for in <em>limited </em>quantities.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9862795, member: 93670"] What was the nonspecified return from death? I'm going to second some of the comments made previously and add a suggestion of my own. As others said, healing downed PCs up should never be really a waste --[I]UNLESS[/I]-- the PC in question wastes it. That feeds into the second & larger problem where the party doesn't seem to be working together much & it sounds like there's some "everyone for themselves near ME" going on. As a wizard you can make huge contributions with control and debuff spells like web and slow, but the party needs to be on the ball working to maximize those kinds of things for them to see their full impact. The healing word/death save interaction in 5e makes it easy for players to shut off the fact that their lack of cooperation and teamwork is negatively impacting other players because they never feel like they are at risk themselves. I'm going to make a pair of suggestions to make your fellow players realize that they need to work together better and do so fast in a way that impacts them. [LIST] [*]First: Talk to your GM about no longer using (or even having) healing word & ask for a 3.5 style 50/50 charge 750gp§ cure light wounds wand that only works out of combat. That right there means that your fellow party members can't just ignore the risk of fighting recklessly at low health and expect your spell slots to swap in for their HP round after round. Suddenly those greater healing potions & such start looking a lot more important to players who didn't even consider their health all that much. Use it to top off the group between fights and make the party buy you a new one before it needs replacing [*]Second: stop letting your fellow party members dismiss resource burn rates in simply because resting is easy for them to lean on nova over strategy & teamwork. One way of furthering this is to get your GM to throw out the standard long/short rest mechanics & replace them with something like Mike Mearls has in his most recent [URL='https://www.patreon.com/posts/150954242']patreon Moldvey packet[/URL] [/LIST] [spoiler="these"] Rest and Recovery During an adventure, you might have the chance to rest and recover your hit points and resources. There are two types of rests you can take, long rests and short rests. To gain the full benefits of a rest, you need to find a safe, secure place that is comfortable and clean. Short Rest A short rest is a 10-minute period of downtime, during which a creature does nothing more strenuous than reading, talking, eating, or standing watch. Benefits of the Rest. When you finish the rest, you gain the following benefits: • Healing. You regain 1 hit point per level if you are bloodied. • Special Feature. Some features are recharged by a short rest. If you have such a feature, it recharges as specified in its description. Interrupting the Rest. A short rest is stopped if you take any damage or move from one area to another, even if another creature or vehicle carries you. An interrupted short rest confers no benefits. You must start over. Long Rest A long rest is a period of downtime that lasts at least 8 hours. During a long rest, you sleep for at least 6 hours and perform no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. After you finish a long rest, you must wait at least 16 hours before starting another one. Quality of Rest. The conditions for your long rest determine the benefits you gain. Conditions can be good, average, or poor. • Poor conditions persist in areas infested with biting insects, strange noises, foul air, and other factors that make rest difficult. The characters also suffer poor conditions if they attempt to rest without the proper gear, such as bedrolls. • Average represents the typical conditions on an adventure or while camping outdoors. • Good conditions are available in a comfortable inn, home, or other safe bastion of civilization. In some cases, a location might be so inhospitable that you cannot gain the benefits of a long rest there. Benefits of the Rest. You gain benefits based on the quality of your rest. Poor Conditions Hit Points. You regain 2 hit points per level. Death Saves. Lose one failed death save. Features. Regain anything you recover on a short or long rest. Average Conditions Hit Points. You regain 4 hit points per level. Death Saves. Lose two failed death saves. Death Saves. Lose two failed death saves. Good Conditions Hit Points. You regain all lost hit points. Death Saves. Lose two failed death saves. Features. Regain anything you recover on a short or long rest. Interrupting the Rest. A long rest is stopped if you take any damage or do anything more strenuous than read, tend to your camp, or eat. If you rested at least 10 minutes before the interruption, you gain the benefits of a short rest. You can resume a long rest immediately after an interruption. If you do so, the rest requires 1 additional hour per interruption to finish. [/spoiler] §thats what price they were purchasable for in [I]limited [/I]quantities. [/QUOTE]
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