Tales and Chronicles
Jewel of the North, formerly know as vincegetorix
Make all healing spells 10 minute cast times. Thus there can be no "in-combat" healing. Gameplay will change dramatically if you get knocked out of a fight at 0 HP with no way to get back up and re-enter.
I like that.
I would pad the starting HP of the PCs a little. I have good experience with Con score + Average Hit die roll at 1st level. I also only allow +Average per level after that (some time I also removed the +con from the mix, some time I dont, I still dont know which I prefer).
And maybe, just maybe, I'd let some 1 action healing spell, but they would only work on creature with more than 0 hp. No wack-a-mole healing.
I also always use the slow natural healing rules and the healing kit dependency: you need to have an healing kit to spend hit die while resting. On a long rest, you recover half your max HD and can spend them to regain hp. I have a houserule that requires a Con save against a DC to see if you even benefit from the long rest.
Something like:
On a journey in the wilderness: DC 10
Outside in extreme heat or cold, strong winds or rain: DC 13
In town with a sqalid lifestyle: DC13
In town, with a wreteched: DC15
In town, with a poor lifestyle: DC 10
- Sleeping while affected by poison/diseases gives disadvantage to the roll.
Then I use diseases:
Light: - 1d8 max hp per day.
Mild: - 1d8 max hp per day, Disadvantage on healing received
Severe: - 1d8 max hp per day, Cannot regain HP.
New afflictions (they are nasty, so only short term only):
Weaken: deal half damage with attack/spells, cant use spell slots.
Staggered: vulnerable to all damage (usually when an enemy become bloodied for the first time, work only on the next attack)
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