So Consecrated Ground gives all party members in the zone who is blooded 1+Cha(+Wis for Clerics) healing every round. And you can sustain it as a minor.
Basically, if you are in the zone, you are unkillable. You get dropped to negative HP during the battle, but on your turn, you start again at 0+the Consecrated Ground's effect.
Center it on the dwarf cleric (who isn't going to get pushed out), and nothing can stop him. The cleric pops up again at the beginning of his action so he can sustain it for a minor, stand up (move), and attack (standard). Then he takes damage and falls down again. Repeat ad naseum. It feels like "Whack a mole". Not very satisfying for either players or the DM.
How do others handle the power? Short of major meta-gaming and dragging people out, or using coup-de-graces (which can be pretty hostile to the players), it seems to be really unbalancing.
Also, as far as I can tell, fighters keep their stances even when knocked unconscious. So a fighter with a stance that provides regeneration is almost equally unkillable...
with regards to regeneration, that doesn't actually do anything if you're at 0 or below.
with consecrated ground, I'm not actually sure what happens if you start your turn dying, but then regain hitpoints.
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How do others handle the power? Short of major meta-gaming and dragging people out, or using coup-de-graces (which can be pretty hostile to the players), it seems to be really unbalancing.
How is dragging people out "meta-gaming?"
If I'm an orc or whatever and I see an aura of radiant power that is causes my foe's wounds to magically heal, I'm going to to try to keep them out of the zone if I can help it. Nothing meta- about it.
Coup-de-graces are something I tend to avoid for both meta-game reasons (I agree it can seem hostile) and in-character reasons (an intelligent enemy won't waste time skewering a helpless foe when there's more immediate threats and he can come back to finish him at his leisure.)
Conversely... if your foes keep getting up after being "killed," you're likely to start double tapping. Also, particularly cruel or vindictive characters will perform coup-de-grace attacks. I like to keep it "on the table" in the sense that I will resort to it to reinforce how dangerous a particular foe is or as a contingency against just the kind of tactics you describe.
At a minimum if you do it to the cleric he probably won't pop back up just from the healing and won't be able to sustain the zone.
Yes, I think bloodied is from 1 to half max HP; dying is a different state. I can't cite chapter and verse for that, but it would solve your problem. Well, that and focus fire from some artillery, I guess.
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Yes, I think bloodied is from 1 to half max HP; dying is a different state. I can't cite chapter and verse for that, but it would solve your problem. Well, that and focus fire from some artillery, I guess.
Nope. There is nothing that ever says you stop being bloodied when you're dying.
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1 "My Auntie is a Zombie from Hell." point (Michael Hopcroft)
"Meow meow Tannhauser Gate meow meow C-beams glittering meow meow tears in the rain meow meow time meow meow die."
"Starting on the turn after you create an effect, you sustain the effect by taking the indicated action: a standard action, a move action, or a minor action."
"At the end of your turn, if you haven’t spent the required action to sustain the effect, the effect ends."
Beat the cleric down the turn he casts the zone, so he doesn't get a chance to sustain it. If the cleric is unconscious he can't take any actions and can't sustain it, and the zone ends.
After the first turn, either beat the cleric up and drag him out of the zone and sit on him, or simply drop the cleric to negative bloodied HP (killing him outright).
A) Attempt to kill the players, especially the one who's obviously making them all regenerate. That's what enemies are for.
B) Pull, push, slide, dominate, or grab/move people out of the zone.
C) Pick up and carry, or drag, unconscious people out of the zone.
D) Stun the cleric.
E) Have better ranged guns than the party, and refuse to engage the cleric within his very-slowly-moving zone.
F) Take cover behind something, wait for the other players to get impatient and come closer. Take cover behind something else when the cleric comes near.
G) As plans E or F, but daze or slow or immobilize the cleric.
How is "drag the players out" metagaming? It would take a very stupid mindless beast (not even ant-level) to grok the following chain of thought:
"The zone of burning white magic moves very slowly. Standing inside it hurts us a lot. Standing inside it makes our enemies glow with radiant fire and heal their wounds instantly. Thus, we should move out of the zone and attempt to take them with us."
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...d%.....Behavior
01-40.....Agrees with a previous poster (subtract 1d8 from current post number to determine target).
41-60.....Disagrees with a previous poster (subtract 1d8 from current post number to determine target).
61-90.....Posts one line of vaguely amusing sarcasm, contributing little to the topic.
91-95.....Posts 1d3 paragraphs of original and relevant ideas or information.
96-00.....Roll again twice.