Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Feedback wanted: Spend death save failures for additional hit dice
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="GraveDev" data-source="post: 9865976" data-attributes="member: 7056461"><p>I like it, though it feels a bit <em>static</em> as is. As in; you can only spend 3 Hit Dice per long rest, and those don't scale very well. Lets say you have a level 1 Fighter with +1 CON. This bonus action allows them to heal for (d10 + 1) x 3 = 19.5 HP on average. At later levels, when that same Fighter has, let's say, +3 CON, they only heal for (d10 + 3) x 3 = 25.5 HP on average. The additional 6 HP is such an irrelevant amount at that stage of the game. At level 1, it is super strong, later, it'd likely be more worthwhile to just keep the death saves. I'd make it scale off proficiency to make it weaker early on, and viable later.</p><p></p><p>If the idea is for characters to be a bit more self-sustaining, here are a few quick and rough ideas for that:</p><ul> <li data-xf-list-type="ul">Bonus action: You can only use this bonus action once per long rest, healing for PROF x (Hit Die + CON) when you do.<ul> <li data-xf-list-type="ul">Level 1 Fighter with +1 CON and +2 PROF heals for 2 x (d10 + 1) = 13 HP early. Higher level Fighter with +3 CON and +4 PROF heals for 4 x (d10 + 3) = 34 HP.</li> <li data-xf-list-type="ul">Straight buff to PCs. Makes for a more heroic game where heroes are more self-sustaining and can take more risks, but might make the game too easy. I at least like how it lessens the overreliance on a dedicated healer or a pack full of health potions. I often feel like you should not <em>need </em>either of those things to go adventuring, but that often is not the case in D&D5e as it stands.</li> <li data-xf-list-type="ul">One con is having to keep track of the "once per long rest" clause. That can be a hassle.</li> </ul></li> <li data-xf-list-type="ul">Bonus action: You can gain +1 exhaustion to heal for (PROF / 2) x (Hit Die + CON).<ul> <li data-xf-list-type="ul">A weaker version than the first one, but is less of a direct buff to PCs. You <em>can </em>take risks and heal yourself up afterwards, but having exhaustion can be a pain.</li> <li data-xf-list-type="ul">Easy to track. You can always see your exhaustion level on your sheet and make a decision from there.</li> </ul></li> <li data-xf-list-type="ul">Bonus action: You heal for (PROF / 2) x (Hit Die + CON), but lose 1 death save until you long rest.<ul> <li data-xf-list-type="ul">This version is tied to death saves, as per your original idea, but scales better. Might be too strong.</li> </ul></li> </ul><p>It's an interesting idea anyhow. I like making PCs more self-sustaining. It frees the DM from having health potions be abundant, and frees PCs from <em>needing</em> a healer. I like the risk involved with spending death saves, but I find it annoying to track the current version since it forces you to add a new set of pips to track separately. I'd maybe adjust your current version so that the death save is just <em>spent </em>until you long rest. Much easier to track on the sheet.</p></blockquote><p></p>
[QUOTE="GraveDev, post: 9865976, member: 7056461"] I like it, though it feels a bit [I]static[/I] as is. As in; you can only spend 3 Hit Dice per long rest, and those don't scale very well. Lets say you have a level 1 Fighter with +1 CON. This bonus action allows them to heal for (d10 + 1) x 3 = 19.5 HP on average. At later levels, when that same Fighter has, let's say, +3 CON, they only heal for (d10 + 3) x 3 = 25.5 HP on average. The additional 6 HP is such an irrelevant amount at that stage of the game. At level 1, it is super strong, later, it'd likely be more worthwhile to just keep the death saves. I'd make it scale off proficiency to make it weaker early on, and viable later. If the idea is for characters to be a bit more self-sustaining, here are a few quick and rough ideas for that: [LIST] [*]Bonus action: You can only use this bonus action once per long rest, healing for PROF x (Hit Die + CON) when you do. [LIST] [*]Level 1 Fighter with +1 CON and +2 PROF heals for 2 x (d10 + 1) = 13 HP early. Higher level Fighter with +3 CON and +4 PROF heals for 4 x (d10 + 3) = 34 HP. [*]Straight buff to PCs. Makes for a more heroic game where heroes are more self-sustaining and can take more risks, but might make the game too easy. I at least like how it lessens the overreliance on a dedicated healer or a pack full of health potions. I often feel like you should not [I]need [/I]either of those things to go adventuring, but that often is not the case in D&D5e as it stands. [*]One con is having to keep track of the "once per long rest" clause. That can be a hassle. [/LIST] [*]Bonus action: You can gain +1 exhaustion to heal for (PROF / 2) x (Hit Die + CON). [LIST] [*]A weaker version than the first one, but is less of a direct buff to PCs. You [I]can [/I]take risks and heal yourself up afterwards, but having exhaustion can be a pain. [*]Easy to track. You can always see your exhaustion level on your sheet and make a decision from there. [/LIST] [*]Bonus action: You heal for (PROF / 2) x (Hit Die + CON), but lose 1 death save until you long rest. [LIST] [*]This version is tied to death saves, as per your original idea, but scales better. Might be too strong. [/LIST] [/LIST] It's an interesting idea anyhow. I like making PCs more self-sustaining. It frees the DM from having health potions be abundant, and frees PCs from [I]needing[/I] a healer. I like the risk involved with spending death saves, but I find it annoying to track the current version since it forces you to add a new set of pips to track separately. I'd maybe adjust your current version so that the death save is just [I]spent [/I]until you long rest. Much easier to track on the sheet. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Feedback wanted: Spend death save failures for additional hit dice
Top