atom crash
First Post
Edit: Updated title thread to reflect my change in thought, still tweaking the system in post #5.
In my game, the party has no cleric, so healing resources are spread thin. They have a wand of cure light and a healing belt, the paladin has a lesser strand of prayer beads, and they drink curative potions like they're soda, but still after a grisly encounter they're ready to beat a quick retreat to the nearest temple to get healed. I'm currently running them through the Dungeon Crawl Classics adventures "Shadows In Freeport," so they've been facing a string of tough encounters.
I don't want the game to screech to a halt under the 9:05 syndrome, so I've devised a mechanic for getting back a few hit points after a combat encounter. I call it the "second wind." It is supposed to represent the heroes bandaging their wounds, catching their breath and just toughing it out. After the battle is over, they may discover that while a wound was bleeding badly a second ago, it's not really that deep or life-threatening after all. That blow to the sword-arm might have popped the arm out of joint but it didn't break any bones. After the arm is put back into place, it feels as good as new.
The idea here is to allow the heroes to replenish a few hit points and continue the adventure rather than consider retreating to a temple for some healing after every encounter. It's not meant to be a replacement for healing magic, but it is designed to help them recover a few hit points without having to expend all their precious limited healing resources.
So here is how I've changed natural healing for my game:
Healing
After taking damage, you can recover hit points through natural healing or through magical healing. In any case, you can’t regain hit points past your full normal hit point total.
Natural Healing
With a full night’s rest (8 hours of sleep or more), you recover 1 hit point per character level plus Con modifier plus the maximum of your Hit Die. For multi-classed characters, use the greatest Hit Die. Any significant interruption during your rest prevents you from healing that night.
If you undergo complete bed rest for an entire day and night, you recover twice this amount in hit points.
Healing Ability Damage
Ability damage is temporary, just as hit point damage is. Ability damage returns at the rate of 1 point per night of rest (8 hours) for each affected ability score. Complete bed rest restores 2 points per day (24 hours) for each affected ability score.
Additional ability damage can be bought out of your natural healing total by exchanging 5 hit points to recover 1 point of ability damage.
Second Wind
After a battle ends, you recover 1 hit point per character level plus Con modifier, providing you spend a minimum of 15 minutes resting. If you do not spend a minimum of 15 minutes resting after a combat encounter, you may still attempt to catch a “second wind” by succeeding at a Fort Save against DC 20.
Furthermore, after any subsequent combat encounter you may attempt to catch an additional “second wind,” but the Fort Save DC increases by 5 for each successive attempt. The DC increases by an additional +5 without a minimum of 15 minutes rest.
A full hour of rest, doing no more than light activity, resets the character’s ability to catch his or her “second wind.” After four attempts to catch a "second wind," whether successful or not, you need at least an hour of rest before you can try again.
Other uses of Second Wind
The amount of hit points recovered during your “second wind” may also be used in order to heal ability damage, recover used spell slots, or regain a daily use of a class ability or feat, using the following conversions:
1 spell slot = spell level x 2 hit points (0-level spells cost 1 point each)
1 point ability damage = 5 hit points
1 use of class ability or feat = entire pool of “second wind” recovery
Feats that affect hit points and healing
If you have taken the feats Toughness, Improved Toughness (Complete Warrior) or Faster Healing (Complete Warrior), you recover an additional hit point during your "second wind."
Meta-discussion
I had toyed with the idea that the second wind wouldn't actually heal damage but instead would cause a certain number of points of lethal damage to convert to non-lethal damage after a battle, then normal rest could make the nonlethal damage go away.
But in the end I decided I didn't want to add that much more bookkeeping to the game, so I opted to have the second wind simply heal a small amount of damage outright. That allows the heroes to continue straight to the next encounter and have a series of tough battles in a row before needing to rest and recover.
I also decided that it would be possible (but fairly difficult) to have several second winds before stopping to rest. The high DC on the Fort Save favors the fighter types more than other characters, but then again they are the ones more likely to need healing between encounters. But I also didn't want the second wind attempts to continue indefinitely, so I capped it at 4 attempts (the first one free, the others at Fort Save DC of at least 20, 25 and 30) before the party just needs to rest.
Also, since I made the second wind heal as many hit points as a full night's sleep heals by the book, I decided to balance this by powering up natural healing a bit.
Another use of the second wind is to replenish other limited-use natural resources the character may have. It looks like 4E will be balanced primarily on abilities that are replenished each encounter rather than each day. While I'm not ready yet to take that plunge, I do know how bad it can suck trying to decide when to spend those valuable limited resources rather than hoarding them for another fight.
With the second wind rule, a charcter can regain some of those spent spell slots or recoup one ability or feat to use in the next battle. I had to make the cost suitably high, since currently the rules don't allow anything like it without a full night's sleep. But at least there should always be enough recovered hit points available for a spellcaster to regain his or her highest-level spell slot or any character to get back a precious class ability or feat, even if that's all that is recovered.
I just implemented the second wind rule last night, and it seemed to work well. We ended the previous session after a tough battle, so I allowed them to get a second wind right away. Then they went through three more encounters, trying to catch another second wind after the first, but the fighter and the paladin were the only ones to make the DC 20 Fort save.
If all this helps us in reaching the goal of having the party spend more time adventuring and less time looking for someone to heal their wounds, then it's a success in my book.
In my game, the party has no cleric, so healing resources are spread thin. They have a wand of cure light and a healing belt, the paladin has a lesser strand of prayer beads, and they drink curative potions like they're soda, but still after a grisly encounter they're ready to beat a quick retreat to the nearest temple to get healed. I'm currently running them through the Dungeon Crawl Classics adventures "Shadows In Freeport," so they've been facing a string of tough encounters.
I don't want the game to screech to a halt under the 9:05 syndrome, so I've devised a mechanic for getting back a few hit points after a combat encounter. I call it the "second wind." It is supposed to represent the heroes bandaging their wounds, catching their breath and just toughing it out. After the battle is over, they may discover that while a wound was bleeding badly a second ago, it's not really that deep or life-threatening after all. That blow to the sword-arm might have popped the arm out of joint but it didn't break any bones. After the arm is put back into place, it feels as good as new.
The idea here is to allow the heroes to replenish a few hit points and continue the adventure rather than consider retreating to a temple for some healing after every encounter. It's not meant to be a replacement for healing magic, but it is designed to help them recover a few hit points without having to expend all their precious limited healing resources.
So here is how I've changed natural healing for my game:
Healing
After taking damage, you can recover hit points through natural healing or through magical healing. In any case, you can’t regain hit points past your full normal hit point total.
Natural Healing
With a full night’s rest (8 hours of sleep or more), you recover 1 hit point per character level plus Con modifier plus the maximum of your Hit Die. For multi-classed characters, use the greatest Hit Die. Any significant interruption during your rest prevents you from healing that night.
If you undergo complete bed rest for an entire day and night, you recover twice this amount in hit points.
Healing Ability Damage
Ability damage is temporary, just as hit point damage is. Ability damage returns at the rate of 1 point per night of rest (8 hours) for each affected ability score. Complete bed rest restores 2 points per day (24 hours) for each affected ability score.
Additional ability damage can be bought out of your natural healing total by exchanging 5 hit points to recover 1 point of ability damage.
Second Wind
After a battle ends, you recover 1 hit point per character level plus Con modifier, providing you spend a minimum of 15 minutes resting. If you do not spend a minimum of 15 minutes resting after a combat encounter, you may still attempt to catch a “second wind” by succeeding at a Fort Save against DC 20.
Furthermore, after any subsequent combat encounter you may attempt to catch an additional “second wind,” but the Fort Save DC increases by 5 for each successive attempt. The DC increases by an additional +5 without a minimum of 15 minutes rest.
A full hour of rest, doing no more than light activity, resets the character’s ability to catch his or her “second wind.” After four attempts to catch a "second wind," whether successful or not, you need at least an hour of rest before you can try again.
Other uses of Second Wind
The amount of hit points recovered during your “second wind” may also be used in order to heal ability damage, recover used spell slots, or regain a daily use of a class ability or feat, using the following conversions:
1 spell slot = spell level x 2 hit points (0-level spells cost 1 point each)
1 point ability damage = 5 hit points
1 use of class ability or feat = entire pool of “second wind” recovery
Feats that affect hit points and healing
If you have taken the feats Toughness, Improved Toughness (Complete Warrior) or Faster Healing (Complete Warrior), you recover an additional hit point during your "second wind."
Meta-discussion
I had toyed with the idea that the second wind wouldn't actually heal damage but instead would cause a certain number of points of lethal damage to convert to non-lethal damage after a battle, then normal rest could make the nonlethal damage go away.
But in the end I decided I didn't want to add that much more bookkeeping to the game, so I opted to have the second wind simply heal a small amount of damage outright. That allows the heroes to continue straight to the next encounter and have a series of tough battles in a row before needing to rest and recover.
I also decided that it would be possible (but fairly difficult) to have several second winds before stopping to rest. The high DC on the Fort Save favors the fighter types more than other characters, but then again they are the ones more likely to need healing between encounters. But I also didn't want the second wind attempts to continue indefinitely, so I capped it at 4 attempts (the first one free, the others at Fort Save DC of at least 20, 25 and 30) before the party just needs to rest.
Also, since I made the second wind heal as many hit points as a full night's sleep heals by the book, I decided to balance this by powering up natural healing a bit.
Another use of the second wind is to replenish other limited-use natural resources the character may have. It looks like 4E will be balanced primarily on abilities that are replenished each encounter rather than each day. While I'm not ready yet to take that plunge, I do know how bad it can suck trying to decide when to spend those valuable limited resources rather than hoarding them for another fight.
With the second wind rule, a charcter can regain some of those spent spell slots or recoup one ability or feat to use in the next battle. I had to make the cost suitably high, since currently the rules don't allow anything like it without a full night's sleep. But at least there should always be enough recovered hit points available for a spellcaster to regain his or her highest-level spell slot or any character to get back a precious class ability or feat, even if that's all that is recovered.
I just implemented the second wind rule last night, and it seemed to work well. We ended the previous session after a tough battle, so I allowed them to get a second wind right away. Then they went through three more encounters, trying to catch another second wind after the first, but the fighter and the paladin were the only ones to make the DC 20 Fort save.
If all this helps us in reaching the goal of having the party spend more time adventuring and less time looking for someone to heal their wounds, then it's a success in my book.
Last edited: