Quote:
Originally Posted by StAlda I was doing some things awhile back with critical hits, and this thread about wounds got me thinking. How about the hit that takes you below 0 is considered a critical hit based on the House Rule I've included below?
I like the idea of a critical hit to be more rare (as some have suggested). Either needing to exceed AC by 10, or by having to "comfirm" a critical hit (meaning you've rolled the 20, now roll to hit again - success means crit).
Critical hits do not have extra/max damage, you roll damage normally, but they affect your maximum hit points. On the character sheet you'll have 2 scores one is Healthy MAX HP and the Current MAX HP. Current MAX HP does not affect you bloodied or healing surge values.
Crits heal on there own 1d6+CON Mod hp per day. A cleric would have another Class feature - something like this below:
Cure Critical Wounds
Cleric Feature
You utter a simple prayer as divine light washes over your target, healing their most grievous wounds.
Daily ✦ Divine, Healing
Standard Action Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally
Effect: The target is healed 1d6 + Wisdom modifier of critical hit points.
Increase critical hit points healed to 2d6 + Wisdom modifier at 11th level and 3d6 + Wisdom modifier at 21st level. |
That's a pretty interesting idea. I think if I were going to use it that I might go the route of saying that you only heal CON Mod HP per day without aid but that you could also benefit from a Heal check. DC 10 = 1d4 extra HP healed, DC 15 = 1d6 extra HP healed, etc. up to DC 30 for an extra d12.
Do I interpret correctly that your crits reduce both your current hit points AND your current maximum hit points? If they only reduce the latter then that set's up some potentially screwy situations where the players end up saying, "Man, I wish I hadn't critted that guy."
Your idea of the extra daily power for the Cleric is neat but I still lean toward Rituals as the way to handle this. This lends support to the idea that a town might have a sort of Hedge Wizard or Witch Doctor type healer and also to take a bit of pressure off if none of the players wants to play a Cleric.