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General Tabletop Discussion
*Dungeons & Dragons
A Compromise on Hit Points
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<blockquote data-quote="ren1999" data-source="post: 6037688" data-attributes="member: 85179"><p>How about this based on your suggestions for hit points. I've also included healing rules. </p><p><strong></strong></p><p><strong>Choose a class.</strong></p><p></p><p><strong>Healing Rules</strong></p><p></p><p> All classes in this campaign have been taught by the cleric how to make and maintain a maximum number of daily healing potions based on their class. The healing potions heal 1/4th the character's hit points and require a standard action within combat. With just a non-magical healing kit, a character can heal 1/4th his or her hit points after a long 8 hour rest. Only 1 long rest may be taken within 24 hours.</p><p></p><p>Fighter</p><p>Class Bonus: +1 Strength</p><p>Starting Hit Points: constitution score+12</p><p>Hit Points Per Level-Up: +1d12 or constitution modifier to hit points</p><p>Healing Potion Daily Stocks: 6</p><p>Armor: any</p><p>Weapon: any</p><p>Class Powers: Martial Feats</p><p> </p><p>Rogue</p><p>Class Bonus: +1 Dexterity</p><p>Hit Points: constitution score+10</p><p>Hit Points Per Level-Up: +1d10 or constitution modifier to hit points</p><p>Healing Potion Daily Stocks: 5</p><p>Armor: leather, studded leather</p><p>Weapon: fast weapons up to 1d6 damage</p><p>Class Powers: Rogue Skills</p><p> </p><p>Cleric</p><p>Class Bonus: +1 Wisdom</p><p>Starting Hit Points: constitution score+8</p><p>Hit Points Per Level-Up: +1d8 or constitution modifier to hit points</p><p>Healing Potion Daily Stocks: 4</p><p>Armor: chain-mail</p><p> Weapon: the weapon of the cleric's god up to 1d8 damage</p><p>Class Powers: Healing, Cursing and Controlling Prayers</p><p> </p><p>Wizard</p><p>Class Bonus: +1 Intelligence</p><p>Starting Hit Points: constitution score+6</p><p>Hit Points Per Level-Up: +1d6 or constitution modifier to hit points</p><p>Healing Potion Daily Stocks: 3</p><p>Armor: bracers, jewelry and magic abjuration spells</p><p>Weapon: wooden staff, dagger, dart, sling</p><p>Class Powers: Burst Area Spells</p><p> </p><p>Custom Theme Class</p><p>Class Bonus: +1 ability</p><p>Starting Hit Points: constitution score+9</p><p>Level-Up: +1d8 or constitution modifier to hit points</p><p>Healing Potion Daily Stocks: 4</p><p>Armor: any appropriate for the build</p><p>Weapon: any appropriate for the build</p><p>Class Powers: any feat, skill, spell or prayer appropriate for the custom theme class</p><p> </p><p><strong>Class Features</strong></p><p></p><p> All classes start with 3 chosen 1st level powers.</p></blockquote><p></p>
[QUOTE="ren1999, post: 6037688, member: 85179"] How about this based on your suggestions for hit points. I've also included healing rules. [B] Choose a class.[/B] [B]Healing Rules[/B] All classes in this campaign have been taught by the cleric how to make and maintain a maximum number of daily healing potions based on their class. The healing potions heal 1/4th the character's hit points and require a standard action within combat. With just a non-magical healing kit, a character can heal 1/4th his or her hit points after a long 8 hour rest. Only 1 long rest may be taken within 24 hours. Fighter Class Bonus: +1 Strength Starting Hit Points: constitution score+12 Hit Points Per Level-Up: +1d12 or constitution modifier to hit points Healing Potion Daily Stocks: 6 Armor: any Weapon: any Class Powers: Martial Feats Rogue Class Bonus: +1 Dexterity Hit Points: constitution score+10 Hit Points Per Level-Up: +1d10 or constitution modifier to hit points Healing Potion Daily Stocks: 5 Armor: leather, studded leather Weapon: fast weapons up to 1d6 damage Class Powers: Rogue Skills Cleric Class Bonus: +1 Wisdom Starting Hit Points: constitution score+8 Hit Points Per Level-Up: +1d8 or constitution modifier to hit points Healing Potion Daily Stocks: 4 Armor: chain-mail Weapon: the weapon of the cleric's god up to 1d8 damage Class Powers: Healing, Cursing and Controlling Prayers Wizard Class Bonus: +1 Intelligence Starting Hit Points: constitution score+6 Hit Points Per Level-Up: +1d6 or constitution modifier to hit points Healing Potion Daily Stocks: 3 Armor: bracers, jewelry and magic abjuration spells Weapon: wooden staff, dagger, dart, sling Class Powers: Burst Area Spells Custom Theme Class Class Bonus: +1 ability Starting Hit Points: constitution score+9 Level-Up: +1d8 or constitution modifier to hit points Healing Potion Daily Stocks: 4 Armor: any appropriate for the build Weapon: any appropriate for the build Class Powers: any feat, skill, spell or prayer appropriate for the custom theme class [B]Class Features[/B] All classes start with 3 chosen 1st level powers. [/QUOTE]
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A Compromise on Hit Points
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