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Please take the whole "Hit Points and Regaining Hit points" back to the drawing board

ForeverSlayer

Banned
Banned
I say scrap the whole current concept and start over. I don't like how they describe hit points and how they work in the game. It sounds to me like they are just hitting each other with foam bats until someone passes out from exhaustion.

I also don’t like the concept of regaining all of your hit points after a full rest. I prefer to gain hit points at either a slow rate or at a faster rate with magic.

It sounds to me like the whole “Healing Surge” type mechanic that is built in with your HD is supposed to represent healing as the stamina part. I don’t know, it all just seems very clunky to me.

I want them to go back to gaining your Con mod along with your HD when gaining HP per level.

Please scrap the three death saves as well. I want dying to be a bit easier. I don’t want to have to jump through five different hoops in order to kick the bucket – In my opinion, it takes away a lot of the danger.
 

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Actually, I think they got death right; it shouldn't be quick and deadly, but rather slow and nail biting. How short and long rests are written for this play test is a bit on the high side, but I'm not opposed to the concept. And the description of what hit points represent... that can easily be changed.
 

One thing I don't want is the HD+Con mod thing to determine hit points per level. It's too heavily weighted to high con characters.

There is a lot of unrest about the rate of healing, so I think they would be best served by giving it a dial (something that was mentioned in an interview, I believe, but that they apparently didn't have time to include in the playtest). So in my hack-fest PCs could recover completely every long rest, but in your more gritty game they simply recover 1 HD per night, making injuries comparatively more serious (and potions comparatively more powerful, perhaps necessitating a houserule).

Dying seems to be pretty spot-on for me so far, and it's an easy thing to houserule if you don't like it. So that one is of a very low priority for me.
 




Con mod on every Hit Die proved to be a terrible rule, slanting HP heavily towards your Con and not your HD. Now, I understand that if you want HP to be actual health, no sense that combat training or luck are involved, then this works for you, but then I don't see much point in giving classes different HD.

The rest thing, I think will end up being changed, given the angst, at least to give people different choices.
 

If long rests just gave you back your HD, then it would be fine.

The dwarf fighter at 1 HP takes a long rest and gets his 1d12 HD. He spends it and gains 1d12+2 HP. This averages to 8-9 HP a night.

So it's takes 3 nights to heal up and one more to get the HD back. 3-4 nights is not bad.


Also death saves should continue until the character dies or rolls a 20. Nat 20 to stabilize, baby.
 
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I say scrap the whole current concept and start over. I don't like how they describe hit points and how they work in the game. It sounds to me like they are just hitting each other with foam bats until someone passes out from exhaustion.

You are aware this is how hitpoints worked in EVERY OTHER edition right?
 

You are aware this is how hitpoints worked in EVERY OTHER edition right?

Actually no it didn't. They have always been a bit abstract but not as bad as presented now. I have played D&D since the basic boxset and I don't remember hit points ever being like this.

Look at the old Cure Light Wounds and Regeneration. It actually says in the description that it causes wounds to close and regenerate lost limbs.

4th edition:
Cure Light Wounds Cleric Utility 2
You utter a simple prayer and gain the power to instantly heal
wounds
, and your touch momentarily suffuses you or a wounded
creature with a dim silver light.
Daily ✦ Divine, Healing
Standard Action Melee touch
Target: You or one creature
Effect: The target regains hit points as if it had spent a healing
surge.

3rd edition:
Cure Light Wounds
Conjuration (Healing)
Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1,
Rgr 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see
text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living
creature, you channel positive energy that
cures 1d8 points of damage +1 point per
caster level (maximum +5).

I can't do a direct quote from 2nd edition because I don't have my books with me but it says pretty much what I have already said.

I don't like the concept of your condition changing whether it's from, fatigue or you were actually hit, because of the spell you cast or ability you use.
 
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