Decreasing PC healing: Vitality Points

Stalker0

Legend
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.
 

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Just some random comments.

I guess if I am attending a game which uses that rule, I will rely more on gaining temporary hit points rather than to rely on healing. Because temporary HPs can virtually increase one's maximum HPs.

Some powers, such as Artificer's Healing Infusion, can give temporary HPs instead of healing one's HPs. Those powers may become slightly (or largely?) better choices.

Leaders who can cure vast amount of HPs with one use of power (say, cleric or charisma-din) may hesitate to use their healing power until one's friend become really a bad shape. Because they may try not to "overheal".

In overall, the game will become more deadly in some degree. The impact of this change may deffer depends on the composition of the party and especially on a kind of healer they have.
 

Would the following two simple rules explain everything you are saying without the need for separate health pools and confusing math?


  • Subtract 1/4 of your total hit points. While in combat, you cannot gain hit points if you are at or above that value (though you can gain temporary hit points above it).

  • Divide that value (the 3/4 of your total hit points) by 2 to determine your bloodied value. Divide it by 4 to determine your healing surge value.
Anyways, just trying to help. I think it's a great idea and I wouldn't want people being scared away from something this neat because the unnecessary wording and mechanics make it seem more complicated than it really is.
 

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