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General Tabletop Discussion
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Critical Effects: Critiques Wanted
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<blockquote data-quote="DnDChick" data-source="post: 35061" data-attributes="member: 54"><p>True...Fast Healing wouldnt effect immediate decreases in crit severity, but as its name implies it would most certainly decrease the overall healing time. How about if a creature has Fast Healing, when they have the opportunity to make the DC20 Fort save to halve their healing time they divide the healing time by their Fast Healing rate rather than just halving it? This way, creatures with Fast Healing of 1 or 2 wont see any benefit from it in the long run, but those with 3 or better in Fast Healing will. That help keep things balanced in that regard?</p><p></p><p>But then again...how often is a monster's healing rate going to come into play? Most monsters end up dead at the end of combat anyway. LOL But...its always good to have rules to cover it just in case...</p><p></p><p>As for regeneration...I dont have handy access to my MM at the moment, but do the regeneration rules cover <em>how long</em> it takes to reattach a severed limb? In my rules, a severed limb is the result of a Fort save failure on a Critical severity. The rules might already have a healing time for us.</p><p></p><p>Again, with the paladin, do you think allowing them to decrease crit severity by1 every 3 levels or every 4 levels is better?</p><p></p><p>Every 3 levels allows a paladin to lay on hands and decrease crit severity thusly:</p><p></p><p>1st: 1 level</p><p>4th: 2 levels</p><p>7th: 3 levels</p><p>10th: 4 levels</p><p></p><p>Every 4 levels:</p><p>1st: 1 level</p><p>5th: 2 levels</p><p>9th: 3 levels</p><p>13th: 4 levels</p><p></p><p>I like the former, since it allows a paladin to "max out" at a nice round level.</p><p></p><p>Of course...by 4th level a paladin has access to <em>cure</em> spells anyway, and wont always have to rely on laying on hands.</p><p></p><p>Certainly a few minor chestnuts left to crack, but we are workin on 'em! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="DnDChick, post: 35061, member: 54"] True...Fast Healing wouldnt effect immediate decreases in crit severity, but as its name implies it would most certainly decrease the overall healing time. How about if a creature has Fast Healing, when they have the opportunity to make the DC20 Fort save to halve their healing time they divide the healing time by their Fast Healing rate rather than just halving it? This way, creatures with Fast Healing of 1 or 2 wont see any benefit from it in the long run, but those with 3 or better in Fast Healing will. That help keep things balanced in that regard? But then again...how often is a monster's healing rate going to come into play? Most monsters end up dead at the end of combat anyway. LOL But...its always good to have rules to cover it just in case... As for regeneration...I dont have handy access to my MM at the moment, but do the regeneration rules cover [i]how long[/i] it takes to reattach a severed limb? In my rules, a severed limb is the result of a Fort save failure on a Critical severity. The rules might already have a healing time for us. Again, with the paladin, do you think allowing them to decrease crit severity by1 every 3 levels or every 4 levels is better? Every 3 levels allows a paladin to lay on hands and decrease crit severity thusly: 1st: 1 level 4th: 2 levels 7th: 3 levels 10th: 4 levels Every 4 levels: 1st: 1 level 5th: 2 levels 9th: 3 levels 13th: 4 levels I like the former, since it allows a paladin to "max out" at a nice round level. Of course...by 4th level a paladin has access to [i]cure[/i] spells anyway, and wont always have to rely on laying on hands. Certainly a few minor chestnuts left to crack, but we are workin on 'em! :) [/QUOTE]
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