toucanbuzz
No rule is inviolate
Remove feats. Remove variant human. Give them player psionic talents as an option instead of ASI....
Hmmm, that might be an interesting way to go. The Psion rules I'm using has psionic feats.
Remove feats. Remove variant human. Give them player psionic talents as an option instead of ASI....
That's what I thought but it wasn't clear(at least to me). I like this critical style better then just rolling and doubling or rolling 2 dice.
SPELL POINT VARIANT (it's in the DMG). Specifically for sorcerer, which IMO should default to this rule, but there's an argument to be made for allowing it for other classes. Definitely not for wizard or (and I hope this is obvious) warlock.
I'm planning on having all magical healing also require you to spend a HD to heal (which you also get back in HP).
That makes small healing amount significantly worse than large healing amounts out of combat.
When you cast this spell using a spell slot of 4rd level or higher, the healing increases 1d6 for every 2 slot levels above 2nd.
A 5th level "mass cure wounds" is 3d8+stat (18.5) on up to 6 targets (111 HP), and uses 6 HD.
A 4th level "healing spirit" has 2d6 (7) x 10 (70 HP), and uses 10 HD, but can be on one creature.
(The only spell and effect this doesn't apply to is Regeneration and Ring of Regeneration, and arguably anything similar.)
At lower levels, healing spirit simply exhausts someone's spirit as it converts their HD into Healing.
Under this. Goodberries become "activate a HD, and get a +1 to the roll". If you don't spend the HD your belly is still full.Are goodberries under this, or under the "regeneration" exemption?
You stabilize if unconscious, but cannot heal from magic.What happens when you are healed and out of HD?
You stabilize if unconscious, but cannot heal from magic.
Magic enhances your existing life force. You are already depleted, it has nothing to grab onto.
I'm also giving a level 1 "racial" HD (d6 for small, d8 for medium, d10 for 'large build' and dwarves), so level 1 characters can be healed twice. Plus once for every level after that.
I do not like randomness, but HPs are too high IMHO, I would go with +6 HP at 1st level then -2 HP per level from then on.
Spell points and flanking granting advantage were the two DMG rules we playtested and didn't like. Once you started getting mid Tier 2 and higher, it really encouraged use of your highest level spells - they are the most efficient for an action. But this would lead to using up all the spell points quickly and with 15 minute adventuring days, or whiny casters who don't like using nothing but cantrips for the rest of the day.
Note that even after the players had been through this, they continued to do it. Because your highest level slots are very effective against opponents of your level.