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<blockquote data-quote="Aehrlon" data-source="post: 5908077" data-attributes="member: 6688640"><p>Great Post, I agree with 98% of what you have there. When you say NAD that's Non-Armor Defense, right? Please correct me if I'm wrong. Options for an Action Point would be great. When I DM 3.5 I give out 1-3 tokens per session that are given to players who got the highest rolls on a d20. And yes, I did allow a player to cash in their token to grant an ally a reroll. House Rules can be great, eh?</p><p></p><p>On Healing Surges, I like the basic concept but not exactly how it works or how often it is granted (some classes get too many IMHO). I propose a new House Rule in my game, call it a new version of a Healing Surge, or more accurately...</p><p></p><p><span style="color: Pink"><u><em><strong>“After Battle Recovery”</strong></em></u></span>, LOL just a working title. (AND not usable during a combat; only Clerics & Healing potions & the like can do that with this house rule).</p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span> <span style="font-family: 'Tahoma'"><span style="font-size: 12px">The way it could work, after a combat is over, you can choose to ‘Recover’ 1d12 HP +1 HP per Character Level (or whatever your Hit Die is; using a Barbarian character as an example). Add a d12 every 4 Character Levels, so 2d12+5 at LV 5, 3d12+9 at LV 9, etc. This die would be based on your Class's Hit Dice (we'll use Pathfinder Hit Dice for this example): d12 for a Barbarian, d10 for a Fighter/Paladin, d8 for Cleric, d6 for a Rogue & so on, with each class getting a minimum of 3 'Recoveries'. Sure, this means more HP 'Recovery' for fightery types but they usually sustain more punishment & being naturally tougher, would be able to shake off such 'battle fatigue' easier. But other classes get Recoveries too, just fewer of them and not for as many HP.</span></span><span style="font-size: 12px">.... </span></p><p> </p><p> <span style="font-family: 'Tahoma'">Furthermore, you reduce the type of dice used for each subsequent combat, representing a declining ability to endure battle fatigue, cuts & bruises, general wear and tear of your body. After the next combat your Barbarian only gets d10s… 3rd combat, d8, etc. By the 5th combat, the Barbarian is down to 4-sided dice and not regaining much at all, even at higher levels. a Fighter would get 4 such Recoveries (d10, d8, d6, d4). A Rogue only 3 (d6, d6, d4). Then you would have to camp and rest to reset your “Recovery” cycle (& it would make sense that you get some healing for camping/resting, of course, say 1HP/LV + CON bonus). This whole idea differs from 4E Healing Surges in a few ways. First of, you get less Recoveries than you would Healing Surges. Also, Healing Surges or for 1/4 of your total HP; my idea is for less and further declines each time until your last Recovery is used. And it's more than likely that my idea for Recoveries while useful, wouldn't get you back up to full HP very often... part of the idea.</span></p><p><span style="font-family: 'Tahoma'"></span></p><p><span style="font-family: 'Tahoma'"></span></p><p><span style="font-family: 'Tahoma'">Adventuring parties that had a Cleric among them would certainly fare better, be able to get healed </span> <span style="font-family: 'Tahoma'"><strong><u>DURING</u></strong> a battle (via Spells) and wouldn’t have to camp as often. AND maybe a Cleric could augment your “After Battle Recovery” by adding an extra die to another's Recovery 3 times/day + WIS modifier, representing "Being under the care of a Healer". Just my 2CP. WotC, feel free to use this idea, heheh. I'm planning on using it in future 3.5 and/or Pathfinder games.</span></p></blockquote><p></p>
[QUOTE="Aehrlon, post: 5908077, member: 6688640"] Great Post, I agree with 98% of what you have there. When you say NAD that's Non-Armor Defense, right? Please correct me if I'm wrong. Options for an Action Point would be great. When I DM 3.5 I give out 1-3 tokens per session that are given to players who got the highest rolls on a d20. And yes, I did allow a player to cash in their token to grant an ally a reroll. House Rules can be great, eh? On Healing Surges, I like the basic concept but not exactly how it works or how often it is granted (some classes get too many IMHO). I propose a new House Rule in my game, call it a new version of a Healing Surge, or more accurately... [COLOR=Pink][U][I][B]“After Battle Recovery”[/B][/I][/U][/COLOR], LOL just a working title. (AND not usable during a combat; only Clerics & Healing potions & the like can do that with this house rule). [SIZE=3] [/SIZE] [FONT=Tahoma][SIZE=3]The way it could work, after a combat is over, you can choose to ‘Recover’ 1d12 HP +1 HP per Character Level (or whatever your Hit Die is; using a Barbarian character as an example). Add a d12 every 4 Character Levels, so 2d12+5 at LV 5, 3d12+9 at LV 9, etc. This die would be based on your Class's Hit Dice (we'll use Pathfinder Hit Dice for this example): d12 for a Barbarian, d10 for a Fighter/Paladin, d8 for Cleric, d6 for a Rogue & so on, with each class getting a minimum of 3 'Recoveries'. Sure, this means more HP 'Recovery' for fightery types but they usually sustain more punishment & being naturally tougher, would be able to shake off such 'battle fatigue' easier. But other classes get Recoveries too, just fewer of them and not for as many HP.[/SIZE][/FONT][SIZE=3].... [/SIZE] [FONT=Tahoma]Furthermore, you reduce the type of dice used for each subsequent combat, representing a declining ability to endure battle fatigue, cuts & bruises, general wear and tear of your body. After the next combat your Barbarian only gets d10s… 3rd combat, d8, etc. By the 5th combat, the Barbarian is down to 4-sided dice and not regaining much at all, even at higher levels. a Fighter would get 4 such Recoveries (d10, d8, d6, d4). A Rogue only 3 (d6, d6, d4). Then you would have to camp and rest to reset your “Recovery” cycle (& it would make sense that you get some healing for camping/resting, of course, say 1HP/LV + CON bonus). This whole idea differs from 4E Healing Surges in a few ways. First of, you get less Recoveries than you would Healing Surges. Also, Healing Surges or for 1/4 of your total HP; my idea is for less and further declines each time until your last Recovery is used. And it's more than likely that my idea for Recoveries while useful, wouldn't get you back up to full HP very often... part of the idea. Adventuring parties that had a Cleric among them would certainly fare better, be able to get healed [/FONT] [FONT=Tahoma][B][U]DURING[/U][/B] a battle (via Spells) and wouldn’t have to camp as often. AND maybe a Cleric could augment your “After Battle Recovery” by adding an extra die to another's Recovery 3 times/day + WIS modifier, representing "Being under the care of a Healer". Just my 2CP. WotC, feel free to use this idea, heheh. I'm planning on using it in future 3.5 and/or Pathfinder games.[/FONT] [/QUOTE]
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