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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Deadlier combat
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<blockquote data-quote="Tales and Chronicles" data-source="post: 8063907" data-attributes="member: 6871653"><p>I like that.</p><p></p><p>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).</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>Something like:</p><p>On a journey in the wilderness: DC 10</p><p>Outside in extreme heat or cold, strong winds or rain: DC 13</p><p>In town with a sqalid lifestyle: DC13</p><p>In town, with a wreteched: DC15</p><p>In town, with a poor lifestyle: DC 10</p><p>- Sleeping while affected by poison/diseases gives disadvantage to the roll.</p><p></p><p>Then I use diseases:</p><p>Light: - 1d8 max hp per day.</p><p>Mild: - 1d8 max hp per day, Disadvantage on healing received</p><p>Severe: - 1d8 max hp per day, Cannot regain HP.</p><p></p><p>New afflictions (they are nasty, so only short term only):</p><p>Weaken: deal half damage with attack/spells, cant use spell slots.</p><p>Staggered: vulnerable to all damage (usually when an enemy become bloodied for the first time, work only on the next attack)</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8063907, member: 6871653"] 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) [/QUOTE]
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