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House rule for in combat healing and yoyo at 0 HP
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<blockquote data-quote="NotAYakk" data-source="post: 9194715" data-attributes="member: 72555"><p>A huge amount of the "0 HP yoyo" is because DMs aren't vicious at 0 HP.</p><p></p><p>In a typical encounter, someone at 0 HP can be <em>dead</em> before anyone else gets to heal them.</p><p></p><p>Instead, we have DMs that build super-deadly 5 minute encounter day fights to be "exciting", and then treat PCs with kid gloves once they drop them to 0 HP to not kill the PC.</p><p></p><p>If a character at 0 HP surviving to be healed is a rare event, then PCs won't treat it as a yo-yo healing opportunity, because healing spells don't work on the dead. Revivify (or stronger magic) is the only option, costing a 300 gp diamond, a full action, and touch range.</p><p></p><p>Then by late T2/T3 you start having foes that steal, damage or destroy corpses.</p><p></p><p>Thus, 0 HP isn't threatening enough to avoid. So you added mechanics to up its threat again.</p><p></p><p>Trust me, if double-tap is common, your "wait to heal until they have 0 HP" goes away. In fact, PCs are likely to start fleeing when at low HP because they fear being dropped to 0 HP. Because 0 HP is a prelude to rolling a new PC, not getting up next turn slowed.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 9194715, member: 72555"] A huge amount of the "0 HP yoyo" is because DMs aren't vicious at 0 HP. In a typical encounter, someone at 0 HP can be [I]dead[/I] before anyone else gets to heal them. Instead, we have DMs that build super-deadly 5 minute encounter day fights to be "exciting", and then treat PCs with kid gloves once they drop them to 0 HP to not kill the PC. If a character at 0 HP surviving to be healed is a rare event, then PCs won't treat it as a yo-yo healing opportunity, because healing spells don't work on the dead. Revivify (or stronger magic) is the only option, costing a 300 gp diamond, a full action, and touch range. Then by late T2/T3 you start having foes that steal, damage or destroy corpses. Thus, 0 HP isn't threatening enough to avoid. So you added mechanics to up its threat again. Trust me, if double-tap is common, your "wait to heal until they have 0 HP" goes away. In fact, PCs are likely to start fleeing when at low HP because they fear being dropped to 0 HP. Because 0 HP is a prelude to rolling a new PC, not getting up next turn slowed. [/QUOTE]
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House rule for in combat healing and yoyo at 0 HP
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