D&D 3E/3.5 4e healing in a 3.5 game. please critique!

Evilhalfling said:
Hmm. reserve points are still too slow. They would ensure that all buff spells are gone by the next fight, and that a dungeon crawl really becomes a crawl - giving opponents far to much time to react between fights. An hour of rest would be needed to heal in midlevel fights.

I do prefer using existing systems instead of making them from whole cloth, and reserve points are simpler than what I came up with.

Would anything be broken by increasing the return rate to 3/per minute?
It would make a 5 min rest worthwhile, and cure nearly everything after 30min.
Yet the finite nature of such healing should avoid abuses.

The only disavantage is that it will take more experianced people longer to recover, which I don't consider ideal, but could probably live with.

Change it to a percentage healed instead of a specific hp rate if your concern is usefulness of timing and mid-high level characters.

I've used it only in low level games and resting to heal between fights has not been a problem
 

log in or register to remove this ad

I don't understand, why don't you just slap healing surges to the game? :D

Eventually the only decision you have to make is how many each class get.

The rest is pretty straightforward: each healing surge cures you 25% HP, you can use as many as you wish when out-of-combat but only 1 (spending a standard action, "second wind", and gain +2 to AC and saving throw for 1 round) in combat.

Every healing spell (except maybe Cure Minor Wounds) triggers a use of a single healing surge, in addition the HP cured by the spell as normal.

Simple as that...
 

Remove ads

Top