The worst is when you get them up, but because of the combat order, the next enemy downs them again. Ugh
I haven’t really figured out why they get back up with no action. It feels bad at a time when you’re already desperate.
Bloody accurate! Too often I’m so close, yet so far away
It really do be like that sometimes…
Just throw a potion at him he’ll be fine
I still can’t believe this works and actually puts people back in the fight. If we’d tried this in old 2nd or 3rd edition tabletop we’d be laughed at by our DM.
I tried to show this off to my fiancee when we were playing. I’m not certain if I missed the roll or there was a bug or something, but instead of bringing her back up, it gave her two failed death saves and permakilled her instead. Hahaha, whoops
Did you throw the bottle into them? It has a splash radius, and also deals damage if you hit someone iirc.
So THAT’S what happened!? I had no choice but to haphazardly throw a potion and pray to whatever gods think I’m amusing after Shart’s expert pathfinding sent her gallivanting directly into the lava, and it counted in the journal as bludgeoning damage.
I was fighting the damn Grym at the time.
I was half-convinced it was a bug, half-convinced I’d hallucinated the whole thing. I’ve been trained as a gamer to feel like standing in the splash radius should heal less than a direct hit, so that would be something to get used to.
Although I guess it’s one of those things that does really make sense. I was thinking about that just this morning, that throwing a glass bottle full of instant healing magic should logically result in tiny shards of glass becoming stuck in your skin.
Also if you throw it at them and “miss” somehow it heals you
Well, you get splashed with healing potion and also not hit in the face with a glass bottle.
Woah, TIL
I like to think of it more as you arriving at that spot right as your turn ends.
In D&D, players’ turns in combat are actually happening simultaneously, there’s just no good way to represent that while at the same time letting players take their turns one-by-one. So it’s more like you’re falling down at the same time as he’s walking up to you. In the tabletop version, you could coordinate with your DM to synchronize your actions, but in a video game it’s a lot harder to manage all the things that players could want to do.