With the new MM3 type monster damage I don't know if decreasing PC durability is wanted or needed anymore, but this was an idea I had pondered for a while, so I thought I would present it for general review.
The concept is a very simple change to PC hitpoints to decrease the effect of healing and somewhat limit their own durability.
The Rule:
1) Players have two hitpoint pools: Vitality and Regular Hitpoints.
2) Regular Hitpoints are recovered in exactly the same way they are now.
3) Vitality points are recovered after an extended rest, or by spending healing surges during a short rest. They can recovered in no other way.
4) To determine the two pools: Determine a players hitpoint tool using the normal rules. 25% (rounded down) of those hitpoints become the players vitality pool. The rest are regular hitpoints.
5) Bloodied and Healing Surge value is determined by the new regular hitpoint pool.
So just as a quick summary of the above rules. About 25% of your hitpoints are now vitality points. You can have them at the beginning of every combat with normal ways to heal. So each player starts off a combat as durable as normal. The major difference comes with combat healing. A player can only heal up to 75% of his max total, not 100% as is normal. This means a player can not ping pong between 0 and 100% health as easily.
The rule also reduces how much healing is granted by a healing surge.
Of course, the rule can be adjusted to fit your taste. Vitality could be 10% or 50% of current health. You can also rule that bloodied and healing surge numbers are not affected by the new rule if you choose.
The concept is a very simple change to PC hitpoints to decrease the effect of healing and somewhat limit their own durability.
The Rule:
1) Players have two hitpoint pools: Vitality and Regular Hitpoints.
2) Regular Hitpoints are recovered in exactly the same way they are now.
3) Vitality points are recovered after an extended rest, or by spending healing surges during a short rest. They can recovered in no other way.
4) To determine the two pools: Determine a players hitpoint tool using the normal rules. 25% (rounded down) of those hitpoints become the players vitality pool. The rest are regular hitpoints.
5) Bloodied and Healing Surge value is determined by the new regular hitpoint pool.
So just as a quick summary of the above rules. About 25% of your hitpoints are now vitality points. You can have them at the beginning of every combat with normal ways to heal. So each player starts off a combat as durable as normal. The major difference comes with combat healing. A player can only heal up to 75% of his max total, not 100% as is normal. This means a player can not ping pong between 0 and 100% health as easily.
The rule also reduces how much healing is granted by a healing surge.
Of course, the rule can be adjusted to fit your taste. Vitality could be 10% or 50% of current health. You can also rule that bloodied and healing surge numbers are not affected by the new rule if you choose.