Yes but that's a separate aspect. I agree with you, and wrote above, that you cannot recover those exertion points as you would with the ones coming from the standard exertion pool.
What I wanted to focus on if the total number of exertion points can become unbounded via the conversion of spell...
This is the crux IMO. Temp HP do not increase your max hp but do stack with normal HP without limits, so your effective HP can increase without bounds.
If we apply the same reasoning with exertion coming from the standard and temp pool, we have the abovementioned nova potential. If we cap the...
Probably I'm nitpicking, but the wording implies that there's an exertion pool and a temporary exertion pool, which, being different, would stack. But the wording regarding the limit amount of exertion does not refer to pools but just to exertion points. So one way to read this is that the sum...
Should be 28: 8 from fighter (2x4pb) + 20 from herald (burning all 4 level 1 slots and all 3 level 2 slots)
Also should be 4x4d8, over 2 rounds
I don't think this would work. IMO you should only be able to recover the "normal" exertion pool from the fighter, as the one coming from slots is...
Maybe I didn't understand the whole point of this thread, but I'm not sure herald's spell slots/exertion is unbalanced:
Adepts are the class with the highest amount of exertion per rest at any level after 6 (and they are on par with all other "standard" martials before that)
Fighters do get...
True, there's a fine line between having unified systems and class identity (I definitely prefer classless and levelless systems because of their freedom and modularity).
I think the "trick", if at all possible, would be to have those underlying unified systems as a skeleton and then create...
I really like this idea. In 3.5 this was implemented in the Trailblazer spinoff. Spells were classified as "rote", "restricted" or "ritual".
IIRC rote spells were self or single target spells and all slots used for casting such spells were recovered via short rest, restricted spells were mostly...
I was dabbling on this a while ago, but never posted it.
If I have time I'll create a post for this, as it has always bothered me (I love unified progression).
I think it can be done reasonably, with the caveat that classes will then have to have some bonus exertion or bonus maneuver at some...
Now that I think about it we haven't really used it much either, simply because many heritages get Darkvision and most characters end up having it. I agree that at this point it's mostly a nitpicky detail (although it makes hiding easier).
Ok, but that's at your table. It seems like you're skipping the dimly lit area (which is ok if you want to simplify).
RAW there are 2x2 cases: light source available/not available, and characters with/without Darkvision.
Light source available:
Within brightly lit area, everybody sees well, no...
But that's the entire point of having Darkvision, no? Otherwise if you get the same disadvantages of not having darkvision, then there's really no point having it...
I did some digging in the math.
First of all, the table for designing monsters has a very weird quirk at CR 7 an 8. Except at those levels, from CR 1 to CR 21 it's simply HP=15x(CR+1). If we were consistent with this rule, we'd have 120HP for CR 7 (instead of 125). This is 100% what I'm going to...
That's a very reasonable thing to do IMO
However here there is a significant gap between HP and damage. Even fiddling with AC the squad will come out heavily min-maxed.
In this case, we can find an in between solution as a CR6 "creature", with approx 50% less hp and approx 50% more damage.
I'm running some numbers and I think there may be a problem with the maths :/
Guidelines for squads indicate that they should be used with intelligent creatures with individual CR lower or equal to 3.
Hit point, damage inflicted and healing is 5x the normal, and they have vulnerability to aoe...
My question exactly: if they casted Burning Hands, would they be able to inflict 15d6 fire damage?
Or even just 3d6 but in a much wider area (like circle around the squad, partially overlapping areas of effect)?
What about Force Punch (single target, 3d8 force damage)? Would it become 15d8...