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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
3.5 modified Con, HP, and healing sugres?
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<blockquote data-quote="Bladesinger_Boy" data-source="post: 5179731" data-attributes="member: 87403"><p>Okay, at this point I'm fed up with 3.5 as it deals with Constitution and hit points. It's just too potent at high level. I'm thinking of going to the 4th Ed rules that you get your full con score once to HP (rather than modifier per level). I want to institute something like healing surges. I feel like 3.5 has this view that your resources all start at max and slowly get chipped away until it is time to rest; so you start high and then decrease over time. I prefer the 4E view that resources, like powers/spells and hitpoints, are somewhat in the middle and that things you do can renew then... but you don't start at the "high" point.</p><p></p><p>So, in point form, here is what I'm doing:</p><p>- Con score once to HP</p><p>- set HP (1/2 hit dice rounded up, so either 4, 5, 6, or even 7 for a d12, with no d4s as per pathfinder rules... I guess maybe for PrCs)</p><p>- racial bonuses to hitpoints. As per pathfinder suggestions, probably between 4 and 8 extra hit points depending on how "hardy" the race is.</p><p>- characters get "healing surges" equal to Con modifier + 1/tier (every 10 levels) plus any bonus surges per day</p><p>- using a healing surge is a standard action which heals 1/4 (rounded down) of the character's HP. After using a healing surge in battle, the character may not use another healing surge until d4+1 rounds has passed. A healing surge may also be used to remove 1 pt of ability damage.</p><p>- feats can help healing surges in many ways.</p><p> >There will be feat to reduce the action it takes to use it from a standard to a move, and then another down to a minor/swift, and then again to a free action (on your own) or an immediate action (on any other turn)</p><p> > there will be a feat to reduce the cool-down time from d4+1 to 2 rounds, then another to bring it to 1 round (meaning they can healing surge once every round)</p><p> > there will be a feat to grant extra healing surges equal to 1 + 1/tier</p><p> > I will use the 4E toughness feat which is +5hp/tier (and remove all other "toughness" feats)</p><p> > there will be a feat to allow characters to spend a healing surge to get 1/2 their normal healing surge value in temporary HP</p><p> > perhaps a feat that characters can spend a healing surge to get DR equal to their Con modifier for 1 round</p><p> > perhaps a feat that characters can spend a healing surge to get energy resistance of their choice equal to their Con modifier for 1 round</p><p></p><p>Thematically, I want fighter-types to be seen as so combat oriented not because they have huge HP, but because they can renew themselves really easily (while caster-types can't so much). Also, I want to alleviate the need for a party healing and making it more about down-time, short rests, and self-moderated resources (rather than magic healing).</p><p></p><p>Anyway, suggestions, comments? Something more specific than "I don't like it" would be great. If the overall hp are chopped down so much, maybe I need more reactive, defensive uses of healing surges built into the system so people don't get chopped up in one round of combat. As per other threads I've posted, I'm also trying to find way to consolidate both the number of attack rolls (preferably all into one roll), reduce the overall number of attacks, and increase movement and mobility in combat. I'm basically trying to find juicy bits of 4E and back-convert them to 3.5.</p></blockquote><p></p>
[QUOTE="Bladesinger_Boy, post: 5179731, member: 87403"] Okay, at this point I'm fed up with 3.5 as it deals with Constitution and hit points. It's just too potent at high level. I'm thinking of going to the 4th Ed rules that you get your full con score once to HP (rather than modifier per level). I want to institute something like healing surges. I feel like 3.5 has this view that your resources all start at max and slowly get chipped away until it is time to rest; so you start high and then decrease over time. I prefer the 4E view that resources, like powers/spells and hitpoints, are somewhat in the middle and that things you do can renew then... but you don't start at the "high" point. So, in point form, here is what I'm doing: - Con score once to HP - set HP (1/2 hit dice rounded up, so either 4, 5, 6, or even 7 for a d12, with no d4s as per pathfinder rules... I guess maybe for PrCs) - racial bonuses to hitpoints. As per pathfinder suggestions, probably between 4 and 8 extra hit points depending on how "hardy" the race is. - characters get "healing surges" equal to Con modifier + 1/tier (every 10 levels) plus any bonus surges per day - using a healing surge is a standard action which heals 1/4 (rounded down) of the character's HP. After using a healing surge in battle, the character may not use another healing surge until d4+1 rounds has passed. A healing surge may also be used to remove 1 pt of ability damage. - feats can help healing surges in many ways. >There will be feat to reduce the action it takes to use it from a standard to a move, and then another down to a minor/swift, and then again to a free action (on your own) or an immediate action (on any other turn) > there will be a feat to reduce the cool-down time from d4+1 to 2 rounds, then another to bring it to 1 round (meaning they can healing surge once every round) > there will be a feat to grant extra healing surges equal to 1 + 1/tier > I will use the 4E toughness feat which is +5hp/tier (and remove all other "toughness" feats) > there will be a feat to allow characters to spend a healing surge to get 1/2 their normal healing surge value in temporary HP > perhaps a feat that characters can spend a healing surge to get DR equal to their Con modifier for 1 round > perhaps a feat that characters can spend a healing surge to get energy resistance of their choice equal to their Con modifier for 1 round Thematically, I want fighter-types to be seen as so combat oriented not because they have huge HP, but because they can renew themselves really easily (while caster-types can't so much). Also, I want to alleviate the need for a party healing and making it more about down-time, short rests, and self-moderated resources (rather than magic healing). Anyway, suggestions, comments? Something more specific than "I don't like it" would be great. If the overall hp are chopped down so much, maybe I need more reactive, defensive uses of healing surges built into the system so people don't get chopped up in one round of combat. As per other threads I've posted, I'm also trying to find way to consolidate both the number of attack rolls (preferably all into one roll), reduce the overall number of attacks, and increase movement and mobility in combat. I'm basically trying to find juicy bits of 4E and back-convert them to 3.5. [/QUOTE]
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