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General Tabletop Discussion
*Dungeons & Dragons
How to buff healing, make it reliable and discourage whack-a-mole?
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<blockquote data-quote="tetrasodium" data-source="post: 9220482" data-attributes="member: 93670"><p>People play in a way that combines a narrative state into a mechanical one with good reason. Changing the name & hoping narrative elements will just go away doesn't fix the problem unless You strip narrative elements till combat looks like <a href="https://youtu.be/cpmUxfS4LF8?t=474" target="_blank">this</a>:</p><p>[spoiler="it's a real edge of the seat thing"]</p><p> </p><ul> <li data-xf-list-type="ul">One of the players is sleeping, snoring loudly</li> <li data-xf-list-type="ul">Another player has his 3ds out playing a game</li> <li data-xf-list-type="ul">One person is on her phone</li> <li data-xf-list-type="ul">Another is trying to stay awake & his arms are folded. Head is down, but I know he's sleeping</li> <li data-xf-list-type="ul">The dm is rolling through all the effects, writing down notes<ul> <li data-xf-list-type="ul">ok this is this. This effect is over. saves against the poison. this last one is still on him. marked condition is down,</li> <li data-xf-list-type="ul">Todd it's your turn</li> </ul></li> <li data-xf-list-type="ul"><strong><strong>"ach.. "sleeping guy ways up... he's ok .</strong></strong></li> <li data-xf-list-type="ul"><strong><strong>He picks up his dice, he rolls.</strong></strong></li> <li data-xf-list-type="ul"><strong><strong>"14"</strong></strong></li> <li data-xf-list-type="ul"><strong><strong>That's a miss</strong></strong></li> <li data-xf-list-type="ul"><strong><strong>"ok" & he goes back to sleep</strong></strong></li> </ul><p>[/spoiler]</p><p>I started with transcribing out the full summary of the gamestate at the table because it's the result of a game where a narrative elements are scaled back to such an extreme degree. Even if the table is one of supreme math nerds where that level of mechanical focus is desirable yoyo/wackamole healing crashes into the problem that it makes the whole string of calculations is an entirely pointless endeavor.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9220482, member: 93670"] People play in a way that combines a narrative state into a mechanical one with good reason. Changing the name & hoping narrative elements will just go away doesn't fix the problem unless You strip narrative elements till combat looks like [URL='https://youtu.be/cpmUxfS4LF8?t=474']this[/URL]: [spoiler="it's a real edge of the seat thing"] [LIST] [*]One of the players is sleeping, snoring loudly [*]Another player has his 3ds out playing a game [*]One person is on her phone [*]Another is trying to stay awake & his arms are folded. Head is down, but I know he's sleeping [*]The dm is rolling through all the effects, writing down notes [LIST] [*]ok this is this. This effect is over. saves against the poison. this last one is still on him. marked condition is down, [*]Todd it's your turn [/LIST] [*][B][B]"ach.. "sleeping guy ways up... he's ok .[/B][/B] [*][B][B]He picks up his dice, he rolls.[/B][/B] [*][B][B]"14"[/B][/B] [*][B][B]That's a miss[/B][/B] [*][B][B]"ok" & he goes back to sleep[/B][/B] [/LIST] [/spoiler] I started with transcribing out the full summary of the gamestate at the table because it's the result of a game where a narrative elements are scaled back to such an extreme degree. Even if the table is one of supreme math nerds where that level of mechanical focus is desirable yoyo/wackamole healing crashes into the problem that it makes the whole string of calculations is an entirely pointless endeavor. [/QUOTE]
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How to buff healing, make it reliable and discourage whack-a-mole?
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