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General Tabletop Discussion
*Pathfinder & Starfinder
"Balanced high," or "It's still balanced, but it's swingier."
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<blockquote data-quote="comrade raoul" data-source="post: 4579392" data-attributes="member: 554"><p>Let me try suggesting some health and healing rules, taking off from RangerWickett's. I'd be super grateful for any critiques!</p><p></p><p><strong>Hit Points and Stamina</strong></p><p>This starts with the hit point/stamina split from the OP. I'd try a not-quite even split, making role and Constitution disproportionately important for Stamina. That way, defenders and high Con characters get better at taking repeated beatings, encounter after encounter. If you also reduced total HP (which, again, I think is the most direct and efficient way to increase swinginess), you might try the following:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Everyone</strong> starts with 4 hit points and a number of stamina points equal to 5 + their Constitution modifier.</li> </ul><p>In addition, at every level, including 1st, everyone gets one extra hit point, and a number of extra stamina points depending on their role.</p><p></p><ul> <li data-xf-list-type="ul"><strong>Defenders</strong> get 2 stamina points per level.</li> <li data-xf-list-type="ul"><strong>Leaders and strikers</strong> get 1½ stamina points per level.</li> <li data-xf-list-type="ul"><strong>Controllers</strong> get 1 stamina point per level.</li> </ul><p><strong>"Heroic Surges"</strong></p><p>You get one "heroic surge" every encounter. This largely replaces both action points <strong>and</strong> healing surges. When you spend a heroic surge, two things happen:</p><p></p><ul> <li data-xf-list-type="ul">You can take an extra standard action.</li> <li data-xf-list-type="ul">You recover all of your stamina points.</li> </ul><p>Hopefully, this would make combat more dynamic and provide another interesting strategic decision: do you take the extra action when it can make the most difference, even if you already have most of your stamina? Or do you wait until you really need the healing? Ideally, it'd add directly to dramatic tension: characters would have an incentive to break out the fireworks just when they start getting into trouble, like when movie heroes come back from the brink to do something awesome.</p><p></p><p>Heroic surges would be (more or less) the only way to heal during combat. Maybe leaders would have analogues to <em>healing word </em>and <em>inspiring word</em> that gave you temporary hit points or something, though.</p><p></p><p>(I noticed, in rereading the post, that the "heroic surge" suggestion has the same name as, and is fairly close to, smaugfrost1's idea from another <a href="http://www.enworld.org/forum/4e-fan-creations-house-rules/245985-bigger-faster-stronger-d-d-4th-edition-fixes.html" target="_blank">thread</a>. This is an accident, but it probably comes from my seeing and liking his idea!)</p></blockquote><p></p>
[QUOTE="comrade raoul, post: 4579392, member: 554"] Let me try suggesting some health and healing rules, taking off from RangerWickett's. I'd be super grateful for any critiques! [B]Hit Points and Stamina[/B] This starts with the hit point/stamina split from the OP. I'd try a not-quite even split, making role and Constitution disproportionately important for Stamina. That way, defenders and high Con characters get better at taking repeated beatings, encounter after encounter. If you also reduced total HP (which, again, I think is the most direct and efficient way to increase swinginess), you might try the following: [LIST] [*][B]Everyone[/B] starts with 4 hit points and a number of stamina points equal to 5 + their Constitution modifier. [/LIST] In addition, at every level, including 1st, everyone gets one extra hit point, and a number of extra stamina points depending on their role. [LIST] [*][B]Defenders[/B] get 2 stamina points per level. [*][B]Leaders and strikers[/B] get 1½ stamina points per level. [*][B]Controllers[/B] get 1 stamina point per level. [/LIST] [B]"Heroic Surges"[/B] You get one "heroic surge" every encounter. This largely replaces both action points [B]and[/B] healing surges. When you spend a heroic surge, two things happen: [LIST] [*]You can take an extra standard action. [*]You recover all of your stamina points. [/LIST] Hopefully, this would make combat more dynamic and provide another interesting strategic decision: do you take the extra action when it can make the most difference, even if you already have most of your stamina? Or do you wait until you really need the healing? Ideally, it'd add directly to dramatic tension: characters would have an incentive to break out the fireworks just when they start getting into trouble, like when movie heroes come back from the brink to do something awesome. Heroic surges would be (more or less) the only way to heal during combat. Maybe leaders would have analogues to [I]healing word [/I]and [I]inspiring word[/I] that gave you temporary hit points or something, though. (I noticed, in rereading the post, that the "heroic surge" suggestion has the same name as, and is fairly close to, smaugfrost1's idea from another [URL="http://www.enworld.org/forum/4e-fan-creations-house-rules/245985-bigger-faster-stronger-d-d-4th-edition-fixes.html"]thread[/URL]. This is an accident, but it probably comes from my seeing and liking his idea!) [/QUOTE]
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"Balanced high," or "It's still balanced, but it's swingier."
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