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General Tabletop Discussion
*TTRPGs General
Design of classes: Warrior, Arcane, Divine, Adventurer
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<blockquote data-quote="Set" data-source="post: 3442520" data-attributes="member: 41584"><p>One older solution to the healing dilemna was to have a player character have a single humanoid Hit Die of actual hit points, and the remaining class level dice count as special 'vitality points.' Hit points required slow healing over days, or magical healing, but the vitality points came back at an accelerated rate, and alchemical salves and the healing skill could quickly restore them.</p><p></p><p>A 10th level Fighters 100 hit points might consist of 10 'real' hit points, but the other 90 would be able to be much more quickly restored with non-magical healing, with rest and the heal skill, bardic encouragement, etc. as they represent fatigue, bruising, exertion, etc. and not actual damaged tissue.</p><p></p><p>Other creatures, such as an Elephant, would have half 'real' hit points and half vitality points, so that they also recover quickly, if they are only wounded to 50%, but after that, the injuries become significant and might require days to heal. One alternate to this system just used the 50% number for everyone, so the 10th level Fighter with 100 hit points would have 50 'real' hit points, and 50 vitality points that come back more quickly, allowing a Fighter who makes it through a battle only taking 30 'points' of damage to rest for a few hours using the Heal skill and be ready to fight again, having suffered only 'flesh wounds.'</p><p></p><p>Yet another variation was to halve the damage as it's dealt. Instead of the first 50 hit points being 'temporary' vitality damage, a 10 hit point hit would inflict 5 'vitality' points and 5 actual hit points, which would basically halve the need for magical healing, but not allow that Fighter to wade through the first 50 points of damage before being actually 'hurt.'</p><p></p><p></p><p>In other news, our adventuring parties have just about never had a skill-monkey or rogue. None of us like them. Fighters, Clerics and Mages. That's it.</p></blockquote><p></p>
[QUOTE="Set, post: 3442520, member: 41584"] One older solution to the healing dilemna was to have a player character have a single humanoid Hit Die of actual hit points, and the remaining class level dice count as special 'vitality points.' Hit points required slow healing over days, or magical healing, but the vitality points came back at an accelerated rate, and alchemical salves and the healing skill could quickly restore them. A 10th level Fighters 100 hit points might consist of 10 'real' hit points, but the other 90 would be able to be much more quickly restored with non-magical healing, with rest and the heal skill, bardic encouragement, etc. as they represent fatigue, bruising, exertion, etc. and not actual damaged tissue. Other creatures, such as an Elephant, would have half 'real' hit points and half vitality points, so that they also recover quickly, if they are only wounded to 50%, but after that, the injuries become significant and might require days to heal. One alternate to this system just used the 50% number for everyone, so the 10th level Fighter with 100 hit points would have 50 'real' hit points, and 50 vitality points that come back more quickly, allowing a Fighter who makes it through a battle only taking 30 'points' of damage to rest for a few hours using the Heal skill and be ready to fight again, having suffered only 'flesh wounds.' Yet another variation was to halve the damage as it's dealt. Instead of the first 50 hit points being 'temporary' vitality damage, a 10 hit point hit would inflict 5 'vitality' points and 5 actual hit points, which would basically halve the need for magical healing, but not allow that Fighter to wade through the first 50 points of damage before being actually 'hurt.' In other news, our adventuring parties have just about never had a skill-monkey or rogue. None of us like them. Fighters, Clerics and Mages. That's it. [/QUOTE]
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