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General Tabletop Discussion
*Dungeons & Dragons
Alternate Rules for Hit Points and Lingering Damage
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<blockquote data-quote="Shiroiken" data-source="post: 6939780" data-attributes="member: 6775477"><p>For your specific problem, I would recommend that HP don't automatically refresh to full after a Long Rest. Instead, the player rolls the character's full HD instead (which will average about 80-90% or so of max HP). Another option would be to have a Long Rest restore full HD, but no HP (allowing leftover HD from the day before to be spent).</p><p></p><p>The concepts of "dangerous" resting spaces is good, but if used should affect more than just HP. One option I've seen is you heal only 25% of your max HP (minimum 50% max HP) and you recover half your spell slots per spell level (minimum 1 per spell level). This keeps everyone weakened overall (except the Warlock, which is based mostly around the Short Rest), so that resting in the dungeon is a bad idea (even without the DM rolling a million wandering monster rolls).</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 6939780, member: 6775477"] For your specific problem, I would recommend that HP don't automatically refresh to full after a Long Rest. Instead, the player rolls the character's full HD instead (which will average about 80-90% or so of max HP). Another option would be to have a Long Rest restore full HD, but no HP (allowing leftover HD from the day before to be spent). The concepts of "dangerous" resting spaces is good, but if used should affect more than just HP. One option I've seen is you heal only 25% of your max HP (minimum 50% max HP) and you recover half your spell slots per spell level (minimum 1 per spell level). This keeps everyone weakened overall (except the Warlock, which is based mostly around the Short Rest), so that resting in the dungeon is a bad idea (even without the DM rolling a million wandering monster rolls). [/QUOTE]
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Alternate Rules for Hit Points and Lingering Damage
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