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General Tabletop Discussion
*Dungeons & Dragons
House rule for in combat healing and yoyo at 0 HP
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<blockquote data-quote="NotAYakk" data-source="post: 9194734" data-attributes="member: 72555"><p>Sure.</p><p></p><p>If you do the old non-5MWD balance, you get attrition over a day. Hitting 0 HP then happens because you went into a hard fight with far less than max HP.</p><p></p><p>In 5e, the daily HP contribution (2 short rests) of a L 5 fighter with 16 con is (6+3)*5+4 + 3d10+15 + 5d10+15 = 123 HP, with a single-HP pool of ~59.5 HP. If they add in interception fighting style they can mitigate 2x to 3x that total.</p><p></p><p>A level 5 cleric who does nothing but heal with cure wounds heals 117 HP (plus their own HP).</p><p></p><p>Relying on any kind of magical healing becomes very questionable, and fights that require it are pretty extreme.</p><p></p><p>In addition, spam-casting cure wounds for less than the foe is dealing in damage is a very boring way to play a PC for many people; OTOH, if the healing outpaces the damage, it is boring in just another way.</p><p></p><p>The HP of the melee fighter types should be a real resource, and it should run low over the course of an adventuring day, instead of the fighter types being nothing but buffers for the real damage-sponges (the healers).</p><p></p><p>Making pre-0 in-combat healing be stronger just makes damage less threatening and makes the heal-bot role more required.</p><p></p><p>And post-0 HP healing, if foes are eager about killing downed foes, becomes more of a hail-mary maneuver than anything else.</p><p></p><p>As a DM, this reduces your ability to throw encounters so dangerous that the PCs are dropped to 0 reliably and treat it as if you didn't already win the fight.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 9194734, member: 72555"] Sure. If you do the old non-5MWD balance, you get attrition over a day. Hitting 0 HP then happens because you went into a hard fight with far less than max HP. In 5e, the daily HP contribution (2 short rests) of a L 5 fighter with 16 con is (6+3)*5+4 + 3d10+15 + 5d10+15 = 123 HP, with a single-HP pool of ~59.5 HP. If they add in interception fighting style they can mitigate 2x to 3x that total. A level 5 cleric who does nothing but heal with cure wounds heals 117 HP (plus their own HP). Relying on any kind of magical healing becomes very questionable, and fights that require it are pretty extreme. In addition, spam-casting cure wounds for less than the foe is dealing in damage is a very boring way to play a PC for many people; OTOH, if the healing outpaces the damage, it is boring in just another way. The HP of the melee fighter types should be a real resource, and it should run low over the course of an adventuring day, instead of the fighter types being nothing but buffers for the real damage-sponges (the healers). Making pre-0 in-combat healing be stronger just makes damage less threatening and makes the heal-bot role more required. And post-0 HP healing, if foes are eager about killing downed foes, becomes more of a hail-mary maneuver than anything else. As a DM, this reduces your ability to throw encounters so dangerous that the PCs are dropped to 0 reliably and treat it as if you didn't already win the fight. [/QUOTE]
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House rule for in combat healing and yoyo at 0 HP
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