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Originally Posted by Rel 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. |
Yes both current and max hit points. I could easily see a ritual as well as the Daily. Rituals cost money, so that is the give and take. I'd say you heal at least 1 + con mod per day, but I like the heal check - a combination would probably work.