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Friday, 25th May, 2012, 03:27 AM #31
Defender (Lvl 8)
I'll play it as written for now, but I'd prefer a little harsher in the final game.
I am one of those people who likes to see a balanced party though, so I expect to see a cleric or someone with the ability to heal outside of combat making it a non-issue. There should be drawbacks, in my world, for not bringing a healer. Just like there should be for not having a mage or a rogue or a fighter type.
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Friday, 25th May, 2012, 03:42 AM #32
Waghalter (Lvl 7)
Which idea do you like better?
Healing to maximum hit points at the end of an extended rest? ..which I find to be very implausible.
Or my proposal that someone with healing ability mass heals everyone during the extended rest and prepares healing potions that can be used during an encounter? It frees up the cleric to fight if each character uses his or her own standard action to drink a potion.
Nobody seems to want healing surges but I'm telling you, as your GM -- YOU gonna die if you don't go into my encounters with full HP.
As for rolling for hit points, players always roll high because they tell me, "I rolled at home." They resent it when I ask them to roll again in front of the group. So I just say, give a character the initial constitution score + a static number of hit points every level-up. For fighter types +12hp, Rogue types +10, Cleric types +8, and Wizard types +6 hit points per level-up. Those static hit points make it very easy to design challenging encounters that almost kill off the entire party but do not.
Friday, 25th May, 2012, 03:45 AM #33
Myrmidon (Lvl 10)
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Friday, 25th May, 2012, 03:55 AM #34
Magsman (Lvl 14)
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Herremann the Wise
Imagination is a quality given a man to compensate him for what he is not,
and a sense of humor was provided to console him for what he is.
He who is certain he knows the ending of things when he is only beginning them is either extremely wise or extremely foolish; no matter which is true, he is certainly an unhappy man, for he has put a knife in the heart of wonder.
Friday, 25th May, 2012, 04:04 AM #35
Minor Trickster (Lvl 4)
I'm mostly on board with recovering all HP during a long rest. To paraphrase the Hit Points description on p.12, ultimately HP represent the ability to avoid a direct hit that causes injury or trauma that could result in death. After 8 hrs rest, the wounded warrior has recovered from the exhaustion of fighting and the immediate pain of his wounds to the point that he can effectively defend himself for another day. The wound isn't gone, it just doesn't have a game effect.
Hit Points are actually 'Defense Points.' D&D has always resolved attacks in a backwards fashion. The attack roll is actually saying "if the target did nothing to actively defend itself, would this attack penetrate its armor and natural reflexes?" If it 'hits,' the damage actually represents how much skill, luck, and grit it took for the target to avoid a potentially lethal wound.
As others have said, a slower rate of healing is normally hand-waved anyway. "WE leave the dungeon for a day" or "We leave the dungeon for a week" takes the same amount of time to say and resolve at the table.
As far as staying the night in the dungeon, I think the Long Rest rules give enough leeway for the DM to prevent abuse. Those rules state 8 hours of rest, of which 2 hours can be light activity. If the PCs effectively conceal themselves in a dungeon and remain undiscovered, sure let them benefit. BUt if they just bar themselves in a room with monsters growling outside and bashing at the doors... sorry, that does not qualify as a long rest. Have fun fighting your way out now.
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Friday, 25th May, 2012, 07:14 AM #36
Grandmaster of Flowers (Lvl 18)
Question: what is the death point in 5e? -10? -Con score? -half full h.p.? It's obviously not 0, as you only go unconscious then.
Also, there ought to be some sort of mechanic to get away from the too-binary conscious at +1, unconscious at 0 divide. We have it that if you go below 0 you need to roll a d20 less than your con score modified by your current h.p. total to stay conscious (though at significant penalties to do anything except crawl away)...thus, if you have Con. 14 and you're at -6 you need to roll 8 or lower to stay conscious. I'd almost certainly houserule this straight in to 5e if something like it wasn't already there.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *DM: Telenet 1984-1994, Riveria 1995-2007, Decast 2008 -->* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Friday, 25th May, 2012, 07:29 AM #37
Defender (Lvl 8)
Friday, 25th May, 2012, 07:48 AM #38
Enchanter (Lvl 12)
Iirc, they said that characters hp is ramped up for the first playtest packet, considering what we know from mike L&L column I'd guess that it's more of the same.
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Friday, 25th May, 2012, 08:17 AM #39
The Grand Druid (Lvl 20)
Friday, 25th May, 2012, 08:36 AM #40
Thaumaturgist (Lvl 9)
Death is at -(Constitution+ Level). At 0 hp you start making Con Saves vs. DC 10. Failure results in 1d6 damage. 3 saves = stable. Of course a single Coupe de Gras takes you from 0 hp to dead.
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