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2/18/13 L&L column
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<blockquote data-quote="Iosue" data-source="post: 6091244" data-attributes="member: 6680772"><p>On the subject of proportionate healing, I do wonder why they've given each Clerical heal spell its own die to roll, when you have the PC's Hit Dice <em>right there</em>. Cure Light Wounds = roll PC HD+4. Cure Moderate Wounds = roll up to 2 HD+4. Cure Serious Wounds = roll up to 3 HD+8. The nice thing about this is you could have, say, the option of using HD average. Then you have the optional surge rule to put a limit on healing for the groups that would like it. I see a game that could give you these kinds of options:</p><p></p><p>Basic Game: no rest healing, Cleric healing is based off Hit Dice.</p><p>Option 1: Cleric and Rest Healing based off Hit Dice (default rule in current playtest)</p><p>Option 2: Cleric and Rest Healing based off total HD average (Iosue variant of Option 1)</p><p>Option 3: Slower Hit Point Recovery (optional rule in current playtest)</p><p>Option 4: Slower Hit Dice Recovery ( " " )</p><p>Option 5: All-Around Slower Recovery ( " " )</p><p>Options 6-8: Iosue variants of Options 3-5</p><p>Option 9: Rests (Experimental Rule 1 in current playtest)</p><p>Option 10: Healing and Rests (Experimental Rule 2 in current playtest)</p><p>Option 11: Surges - You get half your Con score (round down) in surges. Every time you roll your total HD, you lose a surge. When you are out of surges, you can no longer use HD. You get all surges back after a long rest.</p><p>Option 12: Surges - Iosue variant that uses average of total HD instead of rolling.</p><p></p><p>This lets you spin dials from "Slow and careful play" to "Heroic play" and from "Hit points as meat" to "Hit points are part meat/part intangibles" to "Healing surges as a daily resource mechanic."</p></blockquote><p></p>
[QUOTE="Iosue, post: 6091244, member: 6680772"] On the subject of proportionate healing, I do wonder why they've given each Clerical heal spell its own die to roll, when you have the PC's Hit Dice [i]right there[/i]. Cure Light Wounds = roll PC HD+4. Cure Moderate Wounds = roll up to 2 HD+4. Cure Serious Wounds = roll up to 3 HD+8. The nice thing about this is you could have, say, the option of using HD average. Then you have the optional surge rule to put a limit on healing for the groups that would like it. I see a game that could give you these kinds of options: Basic Game: no rest healing, Cleric healing is based off Hit Dice. Option 1: Cleric and Rest Healing based off Hit Dice (default rule in current playtest) Option 2: Cleric and Rest Healing based off total HD average (Iosue variant of Option 1) Option 3: Slower Hit Point Recovery (optional rule in current playtest) Option 4: Slower Hit Dice Recovery ( " " ) Option 5: All-Around Slower Recovery ( " " ) Options 6-8: Iosue variants of Options 3-5 Option 9: Rests (Experimental Rule 1 in current playtest) Option 10: Healing and Rests (Experimental Rule 2 in current playtest) Option 11: Surges - You get half your Con score (round down) in surges. Every time you roll your total HD, you lose a surge. When you are out of surges, you can no longer use HD. You get all surges back after a long rest. Option 12: Surges - Iosue variant that uses average of total HD instead of rolling. This lets you spin dials from "Slow and careful play" to "Heroic play" and from "Hit points as meat" to "Hit points are part meat/part intangibles" to "Healing surges as a daily resource mechanic." [/QUOTE]
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