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*Dungeons & Dragons
An alternative to eight hour healing
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<blockquote data-quote="Xaelvaen" data-source="post: 7270068" data-attributes="member: 6681906"><p>I use three Homebrew rules to address this (when we're playing our typical gamestyle, which is gritty with the expectation of lots of folk dying).</p><p></p><ol> <li data-xf-list-type="ol"><strong>Vigor/Health</strong> - I divide hit points into Vigor and Health. Vigor is more of stamina; you strain yourself to avoid the giant's club inflicting 30 some odd damage. Once Vigor is gone, your damage goes to Health. This represents actual wounds and is considerably more difficult to recover. (So Damage goes Vigor > Health).</li> <li data-xf-list-type="ol"><strong>Adjusting Healing</strong> - Fighter's second wind can only recover Vigor. Hit Dice only recover Vigor. Magical healing is maximized when -only- healing Vigor. It is still rolled to recover Health, even if that health healing would spill over into Vigor recovery. (So Healing goes Health > Vigor).</li> <li data-xf-list-type="ol"><strong>Hit Dice</strong> - Since spending Hit Dice only restores Vigor, it no longer requires a short rest (though appropriate class abilities do). Players can even use an action to catch their breath in combat should they choose, once per combat. No single use of spending hit dice can exceed half your maximum hit dice.</li> <li data-xf-list-type="ol"><strong>Rest / Recovery</strong> - A Long Rest only restores an amount of Health equal to your <strong>Constitution Modifier</strong>. It restores all of your Vigor, and Half of your Hit Dice. If a spellcaster is down any Health after this Long Rest, they have to roll a Meditation Check (Key Casting Stat + Proficiency). If they fail this check, they only get half their spell points back / slots back. (In High-Magic settings, I typically disregard the spellcaster roll).</li> </ol><p></p><p>I understand these are fairly complex, but we all played AD&D together and have just always loved a grittier, more realistic threat to our characters - it's just our thing. You won't hurt my feelings by finding them too complex, or even too gritty, but I thought I'd share for those interested in a similar play style.</p></blockquote><p></p>
[QUOTE="Xaelvaen, post: 7270068, member: 6681906"] I use three Homebrew rules to address this (when we're playing our typical gamestyle, which is gritty with the expectation of lots of folk dying). [LIST=1] [*][B]Vigor/Health[/B] - I divide hit points into Vigor and Health. Vigor is more of stamina; you strain yourself to avoid the giant's club inflicting 30 some odd damage. Once Vigor is gone, your damage goes to Health. This represents actual wounds and is considerably more difficult to recover. (So Damage goes Vigor > Health). [*][B]Adjusting Healing[/B] - Fighter's second wind can only recover Vigor. Hit Dice only recover Vigor. Magical healing is maximized when -only- healing Vigor. It is still rolled to recover Health, even if that health healing would spill over into Vigor recovery. (So Healing goes Health > Vigor). [*][B]Hit Dice[/B] - Since spending Hit Dice only restores Vigor, it no longer requires a short rest (though appropriate class abilities do). Players can even use an action to catch their breath in combat should they choose, once per combat. No single use of spending hit dice can exceed half your maximum hit dice. [*][B]Rest / Recovery[/b] - A Long Rest only restores an amount of Health equal to your [B]Constitution Modifier[/B]. It restores all of your Vigor, and Half of your Hit Dice. If a spellcaster is down any Health after this Long Rest, they have to roll a Meditation Check (Key Casting Stat + Proficiency). If they fail this check, they only get half their spell points back / slots back. (In High-Magic settings, I typically disregard the spellcaster roll). [/LIST] I understand these are fairly complex, but we all played AD&D together and have just always loved a grittier, more realistic threat to our characters - it's just our thing. You won't hurt my feelings by finding them too complex, or even too gritty, but I thought I'd share for those interested in a similar play style. [/QUOTE]
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An alternative to eight hour healing
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