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Critical Effects: Critiques Wanted
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<blockquote data-quote="Gothmog" data-source="post: 34929" data-attributes="member: 317"><p>DNDChick I didn't really have to deal with the whole regeneration issue for the ME trolls, since they don't regenerate, they are just ungawdly tough. </p><p></p><p>I like your thoughts on the paladin's ability lay hands. I think that sounds balanced and fair to all parties involved- it keeps the clerics as the majopr healers, but at high levels a paladin's lay on hands is nothing to scoff at.</p><p></p><p>For fast healing, I don't think the critical effects would be affected that much in the scope of one combat. From the way the entry reads in the MM, it allows for wounds to close up quickly, but does not allow for the reattachment of body parts or major repairs. I might suggest allowing the effects of a light or moderate injury to be repaired in 1d6 or 2d6 rounds respectively, and change the recovery times for serious and critical effects to 1 day and 1d6 days respectively. Since regeneration allows for the regrowing of even major body parts, you might want to allow the creature to make another Fort save every round against the original DC to reduce the effects of the critical effect. If the Fort save is successful, then the creature's injusry is downgraded by one severity level, and the DC to remove the next level of effect is reduced by 5. How does this sound?</p></blockquote><p></p>
[QUOTE="Gothmog, post: 34929, member: 317"] DNDChick I didn't really have to deal with the whole regeneration issue for the ME trolls, since they don't regenerate, they are just ungawdly tough. I like your thoughts on the paladin's ability lay hands. I think that sounds balanced and fair to all parties involved- it keeps the clerics as the majopr healers, but at high levels a paladin's lay on hands is nothing to scoff at. For fast healing, I don't think the critical effects would be affected that much in the scope of one combat. From the way the entry reads in the MM, it allows for wounds to close up quickly, but does not allow for the reattachment of body parts or major repairs. I might suggest allowing the effects of a light or moderate injury to be repaired in 1d6 or 2d6 rounds respectively, and change the recovery times for serious and critical effects to 1 day and 1d6 days respectively. Since regeneration allows for the regrowing of even major body parts, you might want to allow the creature to make another Fort save every round against the original DC to reduce the effects of the critical effect. If the Fort save is successful, then the creature's injusry is downgraded by one severity level, and the DC to remove the next level of effect is reduced by 5. How does this sound? [/QUOTE]
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