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General Tabletop Discussion
*Dungeons & Dragons
Additive versus subtractive modularity
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<blockquote data-quote="Emerikol" data-source="post: 6329593" data-attributes="member: 6698278"><p>Perhaps a paragraph like this....</p><p></p><p>For more of an old school approach try the following...</p><p>1. Ignore hit dice and restore 1hp/day for each long rest.</p><p>2. Instead of Second Wind just give the fighter a flat 9 extra hit points. (I've thought about the toughness feat but it's too weak at low level and too strong at high level).</p><p>3. If any non-magical class has a non-magical healing power provide a magical explanation or an alternative.</p><p></p><p></p><p>Other power fixes I would like but would probably do myself for the </p><p></p><p>Fighter</p><p>1. Indomitable --> Advantage/Disadvantage on all saves</p><p>2. Action Surge --> one use per encounter.</p><p>3. Survivor --> For each die of healing you receive you get to add your constitution bonus</p><p></p><p>Rogue</p><p>1. Stroke of Luck --> On any saving throw or attribute check when you roll a 5 or less, you reroll. A second failure requires you to use the original die roll as the result. If the second roll is successful then use it. This is automatic and not a player decision and thus is not dissociative.</p><p></p><p></p><p>I wish they understood the issues better and could provide alternatives that avoided the DS/martial healing issues. In some cases easily. Personally I think the fighter should save really really well anyway so if indomitable is stronger that is fine by me. Action Surge is too. Survivor is probably weaker so that is a counter balance. Course I hate fighters right?</p></blockquote><p></p>
[QUOTE="Emerikol, post: 6329593, member: 6698278"] Perhaps a paragraph like this.... For more of an old school approach try the following... 1. Ignore hit dice and restore 1hp/day for each long rest. 2. Instead of Second Wind just give the fighter a flat 9 extra hit points. (I've thought about the toughness feat but it's too weak at low level and too strong at high level). 3. If any non-magical class has a non-magical healing power provide a magical explanation or an alternative. Other power fixes I would like but would probably do myself for the Fighter 1. Indomitable --> Advantage/Disadvantage on all saves 2. Action Surge --> one use per encounter. 3. Survivor --> For each die of healing you receive you get to add your constitution bonus Rogue 1. Stroke of Luck --> On any saving throw or attribute check when you roll a 5 or less, you reroll. A second failure requires you to use the original die roll as the result. If the second roll is successful then use it. This is automatic and not a player decision and thus is not dissociative. I wish they understood the issues better and could provide alternatives that avoided the DS/martial healing issues. In some cases easily. Personally I think the fighter should save really really well anyway so if indomitable is stronger that is fine by me. Action Surge is too. Survivor is probably weaker so that is a counter balance. Course I hate fighters right? [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Additive versus subtractive modularity
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