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Death Saves and Resting - A rules tweak to slay elephants and increase difficulty through all levels
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<blockquote data-quote="Helldritch" data-source="post: 7233144" data-attributes="member: 6855114"><p>@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=29398" target="_blank">Lanefan</a></u></strong></em></p><p>This would imply two sets of HP. A bit like at la Palladium game system. In that game you have HP and SDC.</p><p></p><p>So.</p><p>May be it would be easier to separate HP according to initial level and leveled hp?</p><p>Example: 1st level fighter. 13Ihp. Every hit affect initial hp. Every hit are potential wounds, thus a roll on a wound table such as the one in the DMG but only if a character goes down?</p><p>2nd level fighter, 13Ihp + 9Lhp. Now no potential wounds until the 9 Lhp wounds are gone. The 9 Lhps can be cured by any magic but the 13hp could only be cured via potions, or cure wounds. Word of healing (and mass healing) would only cure Lhps. </p><p></p><p>This could be viable for some people. But it has some perverted effects...</p><p></p><p>1) It introduces a new complexity that is not necessarily required. More realism but at the cost of complexity.</p><p>2) More math will be involved, especially in games where people roll their hp, even at first level.</p><p>3) Monsters will have to redesigned. Curing might not be something in some games, but it is mine as I rarely pitch my players against only a single type of monsters. How much Ihp does a dragon, an ogre or even a kobold sorcerer should have?</p><p>4) Some magic items might require some tweaking too. What about the potion of vitality? Should it restore a bit of Lhp now?</p><p>5) The mecanic of temporary hp might need some more thoughts. </p><p></p><p>The more you modify a system, the more you have to check what it will impact.</p><p>But the basic idea has a lot of merits.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 7233144, member: 6855114"] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=29398"]Lanefan[/URL][/U][/B][/I] This would imply two sets of HP. A bit like at la Palladium game system. In that game you have HP and SDC. So. May be it would be easier to separate HP according to initial level and leveled hp? Example: 1st level fighter. 13Ihp. Every hit affect initial hp. Every hit are potential wounds, thus a roll on a wound table such as the one in the DMG but only if a character goes down? 2nd level fighter, 13Ihp + 9Lhp. Now no potential wounds until the 9 Lhp wounds are gone. The 9 Lhps can be cured by any magic but the 13hp could only be cured via potions, or cure wounds. Word of healing (and mass healing) would only cure Lhps. This could be viable for some people. But it has some perverted effects... 1) It introduces a new complexity that is not necessarily required. More realism but at the cost of complexity. 2) More math will be involved, especially in games where people roll their hp, even at first level. 3) Monsters will have to redesigned. Curing might not be something in some games, but it is mine as I rarely pitch my players against only a single type of monsters. How much Ihp does a dragon, an ogre or even a kobold sorcerer should have? 4) Some magic items might require some tweaking too. What about the potion of vitality? Should it restore a bit of Lhp now? 5) The mecanic of temporary hp might need some more thoughts. The more you modify a system, the more you have to check what it will impact. But the basic idea has a lot of merits. [/QUOTE]
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Death Saves and Resting - A rules tweak to slay elephants and increase difficulty through all levels
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