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Changing the Combat Parameters of 4th Edition
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<blockquote data-quote="Myrhdraak" data-source="post: 7018858" data-attributes="member: 6694190"><p><strong>HEALING CONCEPTS</strong></p><p>Looking at healing I think if you restrict it too much it would lead to either less number of encounters per day, or forcing DM to reduce the monster level if you want to still keep the number of encounters, which might be negative for game play. It would be interesting to analyze how much healing power a cleric has for different levels, just in order to have an understanding of how much HS and HP the cleric can provide.</p><p></p><p>Here are some of the thoughts I have been considering:</p><p></p><ol> <li data-xf-list-type="ol">Reduce the Healing Surge value to 1/6th of Max HP rather than 1/4th. I understand the beauty of 1/4th in the sense that it is easy to calculate in your head, but as leveling happens so seldom, maybe people could manage the calculation with the calculator on their phone?</li> <li data-xf-list-type="ol">Aim at 2 Short Rest during the adventuring day. Each one 1 hour long.</li> <li data-xf-list-type="ol">You can heal up to 2 Healing Surges during a Short Rest, and never more than 4 during a full day, i.e. natural healing and not magical healing that is initiated by the use of a power or magic item (the later two has no restriction).</li> <li data-xf-list-type="ol">One Second Wind can be used in each encounter and only while bloodied, and they only grant temporary HP to the PC, rather than healing. Any Temp HP not “used” by the end of the encounter is lost. I am also considering the use of an Endurance or CON check to see how many Temp HP you get from your HS (never more than the HS value).</li> <li data-xf-list-type="ol">You calculate negative HP. Any healing applied will have to also heal the negative HP before the PC gets above 0 hp and gets conscious.</li> <li data-xf-list-type="ol"><em>Option 1:</em> A Healer’s Kit can be used in combination with a Heal check to allow a person with negative HP to use a HS. The Heal check decides how much HP is recovered, up to the value of the HS, or the HP healing value of the Healer’s Kit. Better Healer’s Kit that can cure more dire wounds cost more and might be more rare.</li> <li data-xf-list-type="ol"><em>Option 2:</em> A Healer’s Kit must be applied during a short rest in order to be able to recover hit points. The Heal check decides how much HP is recovered, up to the value of the HS, or the HP healing value of the Healer’s Kit. Better Healer’s Kit that can cure more damage and cost more and might be more rare.</li> <li data-xf-list-type="ol">At an Extended Rest you may regain as much HP as you have remaining Healing Surges. No remaining Healing Surges - no healing. At the end of the Extended Rest you regain half of your Healing Surges, you may opt to use these for healing, but they then counts against the 4 you can use during a full day.</li> </ol><p>I have not started modelling this, they are just some ideas I am interested in analyzing. Any thoughts or suggestions?</p></blockquote><p></p>
[QUOTE="Myrhdraak, post: 7018858, member: 6694190"] [B]HEALING CONCEPTS[/B] Looking at healing I think if you restrict it too much it would lead to either less number of encounters per day, or forcing DM to reduce the monster level if you want to still keep the number of encounters, which might be negative for game play. It would be interesting to analyze how much healing power a cleric has for different levels, just in order to have an understanding of how much HS and HP the cleric can provide. Here are some of the thoughts I have been considering: [LIST=1] [*]Reduce the Healing Surge value to 1/6th of Max HP rather than 1/4th. I understand the beauty of 1/4th in the sense that it is easy to calculate in your head, but as leveling happens so seldom, maybe people could manage the calculation with the calculator on their phone? [*]Aim at 2 Short Rest during the adventuring day. Each one 1 hour long. [*]You can heal up to 2 Healing Surges during a Short Rest, and never more than 4 during a full day, i.e. natural healing and not magical healing that is initiated by the use of a power or magic item (the later two has no restriction). [*]One Second Wind can be used in each encounter and only while bloodied, and they only grant temporary HP to the PC, rather than healing. Any Temp HP not “used” by the end of the encounter is lost. I am also considering the use of an Endurance or CON check to see how many Temp HP you get from your HS (never more than the HS value). [*]You calculate negative HP. Any healing applied will have to also heal the negative HP before the PC gets above 0 hp and gets conscious. [*][I]Option 1:[/I] A Healer’s Kit can be used in combination with a Heal check to allow a person with negative HP to use a HS. The Heal check decides how much HP is recovered, up to the value of the HS, or the HP healing value of the Healer’s Kit. Better Healer’s Kit that can cure more dire wounds cost more and might be more rare. [*][I]Option 2:[/I] A Healer’s Kit must be applied during a short rest in order to be able to recover hit points. The Heal check decides how much HP is recovered, up to the value of the HS, or the HP healing value of the Healer’s Kit. Better Healer’s Kit that can cure more damage and cost more and might be more rare. [*]At an Extended Rest you may regain as much HP as you have remaining Healing Surges. No remaining Healing Surges - no healing. At the end of the Extended Rest you regain half of your Healing Surges, you may opt to use these for healing, but they then counts against the 4 you can use during a full day. [/LIST] I have not started modelling this, they are just some ideas I am interested in analyzing. Any thoughts or suggestions? [/QUOTE]
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