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Need help with Health recovery math
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<blockquote data-quote="Blue" data-source="post: 7580444" data-attributes="member: 20564"><p>Like your concept, going to talk through how I'd do it.</p><p></p><p>(1dHD + Con)*lvl is as if you spent your full HD every single time. It's too much.</p><p></p><p>Hmm, the schedule you have laid out seems to support 3 short rests per day - at least that number can be taking in less time then the 2 hours worth of short rests as suggested in a "standard" D&D day. This actually seems a bit of a boost for the short-rest recovery classes like Warlock. I'm going to assume this is on purpose and stay with 3 per day, but the concepts will remain the same if you reduce to 2, just the numbers need to be adjusted.</p><p></p><p>The easy way would be to say "you get about 1/3 of your HD back each time". But that ignores that HDs are currently only spent when you need them. With the traditional you might not be hurt at the first short rest, and you might need all of them at the second - that flexibility reduces unused. With a set amount, there is going to be some lost so we need to increase some. Say 1/2 of your HD instead of 1/3, but we can fudge a little for easy math.</p><p></p><p>(1dHD+Con) * lvl / 2 is do-able, but a bit mathy. (lvl/2 round up)dHD + CON each time is easy, but favors lower CON characters. </p><p></p><p>Super easy mode: If we make an assumption that characters with higher HD usually invest in higher CON, then a estimate would be just to reduce each HD by two die sizes (min d4) and roll LVL of them each short rest. So a Wizard 6 with 12 CON goes from (d6+1)*3 to 6d4 (.5 different), while a Barb 6 with 16 CON (d12+3)*3 to 6d8 (on the money). It's an estimation, but so's the target we're aiming at and it makes the rolling easy. Do this if your player would rather have lots of dice instead of math and precision.</p><p></p><p>One thing that this system is missing is you will be taking away one of the very few multi-day attrition mechanics in base 5e. HD recovered per day (in excess of 1/2) and levels of exhaustion (in excess of 1) are there only inherent long term attrition in the game. (Consumable gear is another, but that's not inherent.)</p></blockquote><p></p>
[QUOTE="Blue, post: 7580444, member: 20564"] Like your concept, going to talk through how I'd do it. (1dHD + Con)*lvl is as if you spent your full HD every single time. It's too much. Hmm, the schedule you have laid out seems to support 3 short rests per day - at least that number can be taking in less time then the 2 hours worth of short rests as suggested in a "standard" D&D day. This actually seems a bit of a boost for the short-rest recovery classes like Warlock. I'm going to assume this is on purpose and stay with 3 per day, but the concepts will remain the same if you reduce to 2, just the numbers need to be adjusted. The easy way would be to say "you get about 1/3 of your HD back each time". But that ignores that HDs are currently only spent when you need them. With the traditional you might not be hurt at the first short rest, and you might need all of them at the second - that flexibility reduces unused. With a set amount, there is going to be some lost so we need to increase some. Say 1/2 of your HD instead of 1/3, but we can fudge a little for easy math. (1dHD+Con) * lvl / 2 is do-able, but a bit mathy. (lvl/2 round up)dHD + CON each time is easy, but favors lower CON characters. Super easy mode: If we make an assumption that characters with higher HD usually invest in higher CON, then a estimate would be just to reduce each HD by two die sizes (min d4) and roll LVL of them each short rest. So a Wizard 6 with 12 CON goes from (d6+1)*3 to 6d4 (.5 different), while a Barb 6 with 16 CON (d12+3)*3 to 6d8 (on the money). It's an estimation, but so's the target we're aiming at and it makes the rolling easy. Do this if your player would rather have lots of dice instead of math and precision. One thing that this system is missing is you will be taking away one of the very few multi-day attrition mechanics in base 5e. HD recovered per day (in excess of 1/2) and levels of exhaustion (in excess of 1) are there only inherent long term attrition in the game. (Consumable gear is another, but that's not inherent.) [/QUOTE]
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