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House rule idea for healing to avoid "whack-a-mole"
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<blockquote data-quote="Xaelvaen" data-source="post: 7256506" data-attributes="member: 6681906"><p>We just started playing around with it earlier this week. We just finished ToA and the players experienced a pretty heavy whack-a-mole sensation with a few of the last battles, so I whipped up this concept. So far, it has only mattered once when one of my players went off on their own to investigate a seedy underworld. She was out of "Inspiration" and got a 1 on her Deception check - felt so horrible for her. It came to blows (Wizard/Rogue Bladesinger), and while she could hold her own (we roll stats, not point buy), the party arrived just as she hit 0 - with a 21 point over-damage attack.</p><p></p><p>Before the Warpriest (Homebrewed Cleric with a warlord feel) could take an action, she had to roll that death save - she'd never been so excited for an 11 in her life I believe.</p><p></p><p>So, in the one instance, it has worked phenomenally.</p><p></p><p>On the note of your threshold, I like the concept behind that, though I'm not sure I'd take it to Class Hit Dice - I've had some seriously tough Dwarven Clerics in the past. Perhaps 8 + Con Mod (I use 8 because the average Constitution in my group is somewhere around 14-15; everyone always puts it mid-ground -except- the barbarians, and because 8 + numbers is already in everyone's head from Spellcasting / DCs.). Could also try 5 + Effective Average Hit Point gain. So Barbarian would be 12 (5 + 7 from the d12), and that way the tough Dwarves with +1 HP per level would be taken into account.</p></blockquote><p></p>
[QUOTE="Xaelvaen, post: 7256506, member: 6681906"] We just started playing around with it earlier this week. We just finished ToA and the players experienced a pretty heavy whack-a-mole sensation with a few of the last battles, so I whipped up this concept. So far, it has only mattered once when one of my players went off on their own to investigate a seedy underworld. She was out of "Inspiration" and got a 1 on her Deception check - felt so horrible for her. It came to blows (Wizard/Rogue Bladesinger), and while she could hold her own (we roll stats, not point buy), the party arrived just as she hit 0 - with a 21 point over-damage attack. Before the Warpriest (Homebrewed Cleric with a warlord feel) could take an action, she had to roll that death save - she'd never been so excited for an 11 in her life I believe. So, in the one instance, it has worked phenomenally. On the note of your threshold, I like the concept behind that, though I'm not sure I'd take it to Class Hit Dice - I've had some seriously tough Dwarven Clerics in the past. Perhaps 8 + Con Mod (I use 8 because the average Constitution in my group is somewhere around 14-15; everyone always puts it mid-ground -except- the barbarians, and because 8 + numbers is already in everyone's head from Spellcasting / DCs.). Could also try 5 + Effective Average Hit Point gain. So Barbarian would be 12 (5 + 7 from the d12), and that way the tough Dwarves with +1 HP per level would be taken into account. [/QUOTE]
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House rule idea for healing to avoid "whack-a-mole"
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