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General Tabletop Discussion
*Dungeons & Dragons
8 hour Long Rest and total Healing up; change it to Roll All "Hit Dice" and add that to Hit Points
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<blockquote data-quote="EzekielRaiden" data-source="post: 6523795" data-attributes="member: 6790260"><p>I have to agree with Paraxis: What's the goal?</p><p></p><p>Also, let's consider the statistics, here. For the earliest levels, HD-based healing is extremely swingy and generally falls behind actual HP, because all characters get the max die roll for 1st-level HP. However, by level 8ish, the values become pretty well-constrained around the center of the distribution, e.g. a Fighter with Con 14 regains between 32 and 58 HP with ~95% confidence at 6th level (compared to expected value of 47.5 HP), while that same Fighter at level 10 regains 58-92 HP with ~95% confidence (compared to e.v. of 79.5 HP). The centers of these distributions are within a few points of the mean (usually 5% or less), so a significant portion of the time, players will regain at least as many HP as their total; Con modifier essentially makes no difference, because it shifts both maximum HP and HP regained upward by the same static value, and for large numbers of HD the increase to the ceiling and floor becomes nearly meaningless.</p><p></p><p>In other words: You'll be creating a significant amount of extra overhead every time you take a Long Rest, for the gain of typically healing slightly or significantly less than a PC's total HP (and occasionally slightly overhealing). What benefits are you getting from this change to offset the extra work (both actually rolling the dice, and <em>remembering</em> to roll them) involved? If you feel those benefits are worthwhile, then do it--statistically speaking, you'll be making your players' lives slightly harder, but the <em>average</em> case isn't terribly far off from just letting everyone heal, except in the early brutal levels.</p><p></p><p>(That, too, can be a bug or a feature: making nightly HP regain HD-based means levels 1-3ish are extremely perilous for most adventurers, hit by the double whammy of low HP so a lucky crit can kill, <em>and</em> low regen so a single fight can put you at Death's door and <em>keep</em> you there.)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6523795, member: 6790260"] I have to agree with Paraxis: What's the goal? Also, let's consider the statistics, here. For the earliest levels, HD-based healing is extremely swingy and generally falls behind actual HP, because all characters get the max die roll for 1st-level HP. However, by level 8ish, the values become pretty well-constrained around the center of the distribution, e.g. a Fighter with Con 14 regains between 32 and 58 HP with ~95% confidence at 6th level (compared to expected value of 47.5 HP), while that same Fighter at level 10 regains 58-92 HP with ~95% confidence (compared to e.v. of 79.5 HP). The centers of these distributions are within a few points of the mean (usually 5% or less), so a significant portion of the time, players will regain at least as many HP as their total; Con modifier essentially makes no difference, because it shifts both maximum HP and HP regained upward by the same static value, and for large numbers of HD the increase to the ceiling and floor becomes nearly meaningless. In other words: You'll be creating a significant amount of extra overhead every time you take a Long Rest, for the gain of typically healing slightly or significantly less than a PC's total HP (and occasionally slightly overhealing). What benefits are you getting from this change to offset the extra work (both actually rolling the dice, and [I]remembering[/I] to roll them) involved? If you feel those benefits are worthwhile, then do it--statistically speaking, you'll be making your players' lives slightly harder, but the [I]average[/I] case isn't terribly far off from just letting everyone heal, except in the early brutal levels. (That, too, can be a bug or a feature: making nightly HP regain HD-based means levels 1-3ish are extremely perilous for most adventurers, hit by the double whammy of low HP so a lucky crit can kill, [I]and[/I] low regen so a single fight can put you at Death's door and [I]keep[/I] you there.) [/QUOTE]
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*Dungeons & Dragons
8 hour Long Rest and total Healing up; change it to Roll All "Hit Dice" and add that to Hit Points
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