Xeviat
Dungeon Mistress, she/her
Welcome back everyone. Not a ranger thread!
5th Edition has a lot of healing. It's not as bad as 3E and wands of cure light wounds being everywhere, but between hit dice, the healer feat, healer cleric's preserve life, second wind from the fighter, and cheap healing potions (not to mention warlocks picking up cure wounds from somewhere), there's a lot of healing going around. I think 4th Edition's healing surges over corrected the problem, but it is proving to be a problem in my games. Without enough healing, a group can't make it through a long adventuring day, but with it easy fights become nothing. Just take a drink from the keg of healing potions.
I'd like to make a wound/vitality system. Vitality would heal up after every fight, but wounds would only heal after a long rest. Severe wounds could exist, which would require more effort to heal (like 3E diseases maybe).
The point of this would be to make each combat encounter more of a known thing. You know how much punishment the PCs can take. You don't have to worry about providing extra healing to keep them going, or worry about giving too much healing that they never slow down.
3E had a system that worked reasonably well, from d20 Modern, which had wound points equal to Con Mod. Characters took wound damage when they took a critical hit or when they were out of vitality (which equaled hp). This meant a lucky shot could take you out, and it helps to visualize HP.
Pillars of eternity has a similar system, except wounds are called health and you have multiples more health than vitality. You suffer damage to each, vitality recovers after each fight, and wound healing is difficult except for long rests. Health acts as a constantly running timer that tells you when to rest. Zero vitality knocks you out either way. This system may be easier to balance, but it doesn't give you that visceral low wound pool for visualizing a good hit.
What are your thoughts?
Sent from my iPhone using Tapatalk
5th Edition has a lot of healing. It's not as bad as 3E and wands of cure light wounds being everywhere, but between hit dice, the healer feat, healer cleric's preserve life, second wind from the fighter, and cheap healing potions (not to mention warlocks picking up cure wounds from somewhere), there's a lot of healing going around. I think 4th Edition's healing surges over corrected the problem, but it is proving to be a problem in my games. Without enough healing, a group can't make it through a long adventuring day, but with it easy fights become nothing. Just take a drink from the keg of healing potions.
I'd like to make a wound/vitality system. Vitality would heal up after every fight, but wounds would only heal after a long rest. Severe wounds could exist, which would require more effort to heal (like 3E diseases maybe).
The point of this would be to make each combat encounter more of a known thing. You know how much punishment the PCs can take. You don't have to worry about providing extra healing to keep them going, or worry about giving too much healing that they never slow down.
3E had a system that worked reasonably well, from d20 Modern, which had wound points equal to Con Mod. Characters took wound damage when they took a critical hit or when they were out of vitality (which equaled hp). This meant a lucky shot could take you out, and it helps to visualize HP.
Pillars of eternity has a similar system, except wounds are called health and you have multiples more health than vitality. You suffer damage to each, vitality recovers after each fight, and wound healing is difficult except for long rests. Health acts as a constantly running timer that tells you when to rest. Zero vitality knocks you out either way. This system may be easier to balance, but it doesn't give you that visceral low wound pool for visualizing a good hit.
What are your thoughts?
Sent from my iPhone using Tapatalk
Last edited by a moderator: