DerekSTheRed
Explorer
I've been enjoying SWSE so far, but I really hate the healing system in the game. I much prefer the 4E healing for several reasons, but mostly because it's easy for me the GM. I know at the beginning of each combat, the players are at max hit points. At the same time, they have a finite amount of surges which limits their daily activities and the max hit points are lowered which increases the chance of getting a PC unconscious and makes each fight exciting.
I'm thinking about porting over the healing surge mechanic to SWSE and doing away with healing damage via the Treat Injury skill. The treat injury skill would still be used for medpacs once a day and removing persistent conditions etc. which is consistent with the movies IMO. I only remember medics healing Luke of hypothermia (persistent condition) and installing a cybernetic hand in Episode V. Maybe there are more surgery examples but I can't think of them.
I'm looking for advice to make sure it's balanced. I've been looking at the variant rules in this article for inspiration. This is the one I am going to use.
The Jedi must spend a second wind to use this power. The Jedi loses the second wind no matter the result.
DC 15: Your ally gains hit points equal to his second wind as if he spent a second wind.
DC 20: As DC 15 except your ally gains an additional 5 hit points
DC 25: As DC 15 except your ally gains an additional 10 hit points
My concern is that this is making the PCs too tough. I currently set the hit points per level (after first of course) equal to half the max + 1 + con modifier. The only time I get the PCs down close to zero is if I concentrate the enemies' fire. Is this acceptable and will the new rules change this?
I'm thinking about porting over the healing surge mechanic to SWSE and doing away with healing damage via the Treat Injury skill. The treat injury skill would still be used for medpacs once a day and removing persistent conditions etc. which is consistent with the movies IMO. I only remember medics healing Luke of hypothermia (persistent condition) and installing a cybernetic hand in Episode V. Maybe there are more surgery examples but I can't think of them.
I'm looking for advice to make sure it's balanced. I've been looking at the variant rules in this article for inspiration. This is the one I am going to use.
Vital Transfer would be changed to the following results.Variant Rule: Multiple Second Winds
Instead of having one second wind per day, every heroic character can catch a second wind a number of times per day equal to 1 + [class bonus to Fortitude Defense] + [Constitution modifier], with a minimum of 1. Any ability that would add an extra second wind (such as the Extra Second Wind feat or the Tough as Nails talent) instead adds a number of second winds equal to this base number. As always, you can catch a second wind no more than once in a single encounter.
The Jedi must spend a second wind to use this power. The Jedi loses the second wind no matter the result.
DC 15: Your ally gains hit points equal to his second wind as if he spent a second wind.
DC 20: As DC 15 except your ally gains an additional 5 hit points
DC 25: As DC 15 except your ally gains an additional 10 hit points
My concern is that this is making the PCs too tough. I currently set the hit points per level (after first of course) equal to half the max + 1 + con modifier. The only time I get the PCs down close to zero is if I concentrate the enemies' fire. Is this acceptable and will the new rules change this?