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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: 9196723" data-attributes="member: 72555"><p>One suggestion was doubling healing via Temp HP. That is enough that a party of clerics would be able to stop almost all incoming damage against a level appropriate encounter until they ran out of spell slots.</p><p></p><p>The ratio between "doesn't help against damage" and "overwhelms damage" is very narrow.</p><p></p><p>In 4e, the deal was that you got a very limited number (per encounter) of reasonably large heals (35%-50% of target's HP) that consumed the target's resources (healing surges), plus a very limited number (per day) of target-resource-free heals, and a robust expectation of many encounters per day.</p><p></p><p></p><p>Well, that depends. Are you dropping the heal on someone at 10% of max HP, or are you panicing at 50% of max HP? Is the target also panicing, burning their action to dodge? Was this panic triggered by a dogpile that can be avoided next turn, or a lucky crit by the foe?</p><p></p><p>If ongoing damage is enough to trigger 'they are about to go down next turn' from full HP in 1-2 turns, <em>and</em> the situation doesn't change, then <em>healing won't be enough</em>. They'll still drop in 1-2 turns even if you blast the target with healing (exceptions: PW:Heal, Mass Heal, Heal spell).</p><p></p><p></p><p>Except, the game mechanics make in-combat healing nearly useless against someone at 0 HP. Because someone at 0 HP is almost certainly dead before you can land a heal.</p><p></p><p>Unless, of course, you have a DM that makes super-high-damage encounters and pulls punches once targets are at 0 HP. Which seems really common. And making 0 HP punish more when literally by fiat the DM is not punishing 0 HP like the game provides seems strange to me.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 9196723, member: 72555"] One suggestion was doubling healing via Temp HP. That is enough that a party of clerics would be able to stop almost all incoming damage against a level appropriate encounter until they ran out of spell slots. The ratio between "doesn't help against damage" and "overwhelms damage" is very narrow. In 4e, the deal was that you got a very limited number (per encounter) of reasonably large heals (35%-50% of target's HP) that consumed the target's resources (healing surges), plus a very limited number (per day) of target-resource-free heals, and a robust expectation of many encounters per day. Well, that depends. Are you dropping the heal on someone at 10% of max HP, or are you panicing at 50% of max HP? Is the target also panicing, burning their action to dodge? Was this panic triggered by a dogpile that can be avoided next turn, or a lucky crit by the foe? If ongoing damage is enough to trigger 'they are about to go down next turn' from full HP in 1-2 turns, [I]and[/I] the situation doesn't change, then [I]healing won't be enough[/I]. They'll still drop in 1-2 turns even if you blast the target with healing (exceptions: PW:Heal, Mass Heal, Heal spell). Except, the game mechanics make in-combat healing nearly useless against someone at 0 HP. Because someone at 0 HP is almost certainly dead before you can land a heal. Unless, of course, you have a DM that makes super-high-damage encounters and pulls punches once targets are at 0 HP. Which seems really common. And making 0 HP punish more when literally by fiat the DM is not punishing 0 HP like the game provides seems strange to me. [/QUOTE]
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House rule for in combat healing and yoyo at 0 HP
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