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General Tabletop Discussion
*Pathfinder & Starfinder
How I "fixed" healing in and out of combat without using the Healing Surge mechanic
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<blockquote data-quote="Lakoda" data-source="post: 4729001" data-attributes="member: 76039"><p>So I am done running the numbers and this seems very doable. Based on what your Hit Points per Level value is will affect what bonuses you get to the Endurance check.</p><p></p><p>4/Level - add half level (with the half level from the skill bonus it is basically added your level to your con mod and misc mods).</p><p></p><p>5/Level - add half level and 1 additional every 4 levels (starting with level 4).</p><p></p><p>6/Level - add half level and 1 additional every even level.</p><p></p><p>7/Level - add half level and 1 additional every level except 1st, 5th, 9th, 13th, 17th, 21th, 25th, and 29th (which is everyone 4th level).</p><p></p><p>Since you gain 1 point to your HS value for every 4 hit points and you gain either 4, 5, 6, or 7 hit points per level, the math is [Level / (4 / ( X - 4 ) )] where X is the number of HP per level you gain, to figure out which levels you need to add an extra point ot your HS value. Example, if you gain 5 HP per level, every 4th level you the remainder of those HP / 4 will result in an extra point (5 HP = 1 HSV; 10 HP = 2 HSV; 15 HP = 3 HSV; 20 HP = 5 HSV).</p><p></p><p>Now if you want you can try and provide a bonus based on your starting HP as that will throw off the numbers. Add +1 for starting HP of 12 + mod, and add +2 for starting of 15 + mod and 17 + mod.</p><p></p><p>It's complicated but it works out pretty easily. Currently it is scaled for low con, (every 2 points of con equals a +1 to your endurance but only a +0.5 to your HS value) so high values get a bigger benefit with this system then with the HS system. I figured that was better then penalizing low con. It is a small difference of 4.5 or 9 divided by 2 (or 5 ... 10 divided by 2 ... if you take the Chosen ED to up your con more); min con is 8 (-1) which will be 10 (+0) by level 21, and by 30 your max con is 28 (+9) (30 (+10) if you take the Chosen), then divide by two because endurance is twice as fast as your HS value. Since there isn't a lot you can do about this, I'd say to just leave it in as a reward for the increased risk of rolling a 1.</p><p></p><p>If you make charts it would be pretty quick, given the moderate complexity of the math. I know this is something I would definitely use (if my group agreed) knowing that the math can be swung to work out so well.</p></blockquote><p></p>
[QUOTE="Lakoda, post: 4729001, member: 76039"] So I am done running the numbers and this seems very doable. Based on what your Hit Points per Level value is will affect what bonuses you get to the Endurance check. 4/Level - add half level (with the half level from the skill bonus it is basically added your level to your con mod and misc mods). 5/Level - add half level and 1 additional every 4 levels (starting with level 4). 6/Level - add half level and 1 additional every even level. 7/Level - add half level and 1 additional every level except 1st, 5th, 9th, 13th, 17th, 21th, 25th, and 29th (which is everyone 4th level). Since you gain 1 point to your HS value for every 4 hit points and you gain either 4, 5, 6, or 7 hit points per level, the math is [Level / (4 / ( X - 4 ) )] where X is the number of HP per level you gain, to figure out which levels you need to add an extra point ot your HS value. Example, if you gain 5 HP per level, every 4th level you the remainder of those HP / 4 will result in an extra point (5 HP = 1 HSV; 10 HP = 2 HSV; 15 HP = 3 HSV; 20 HP = 5 HSV). Now if you want you can try and provide a bonus based on your starting HP as that will throw off the numbers. Add +1 for starting HP of 12 + mod, and add +2 for starting of 15 + mod and 17 + mod. It's complicated but it works out pretty easily. Currently it is scaled for low con, (every 2 points of con equals a +1 to your endurance but only a +0.5 to your HS value) so high values get a bigger benefit with this system then with the HS system. I figured that was better then penalizing low con. It is a small difference of 4.5 or 9 divided by 2 (or 5 ... 10 divided by 2 ... if you take the Chosen ED to up your con more); min con is 8 (-1) which will be 10 (+0) by level 21, and by 30 your max con is 28 (+9) (30 (+10) if you take the Chosen), then divide by two because endurance is twice as fast as your HS value. Since there isn't a lot you can do about this, I'd say to just leave it in as a reward for the increased risk of rolling a 1. If you make charts it would be pretty quick, given the moderate complexity of the math. I know this is something I would definitely use (if my group agreed) knowing that the math can be swung to work out so well. [/QUOTE]
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How I "fixed" healing in and out of combat without using the Healing Surge mechanic
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