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<blockquote data-quote="Zustiur" data-source="post: 5977586" data-attributes="member: 1544"><p>Too high for my tastes as well, yet I can see benefit to having more than just Hit Die + Con mod. Hence, my current design:</p><p>5 (for being and adventurer) + Level * (Hit dice + con mod). Where a 14 con fighter would have 3d10+6+5 total.</p><p>Basically it's like having a free toughness feat for everyone.</p><p>I don't intend to include healing <em>surges</em>. But I do intend to include a form of 'second wind' which gives you temporary hit points.</p><p></p><p>Re-spellcasting time and sustain; I'm thinking along the lines of each spell level having an initiative delay factor. (I think this is vaguely like 1E)</p><p>Wizard has initiative 16. On his turn he moves, then begins casting fireball (a 3rd level spell). On initiative 13 (16-3) the spell completes and he picks the target location. His actual initiative score remains unaltered. If he takes damage during those initiative steps he may lose the spell.</p><p>What I'm not sure of is how to handle casting first and then moving. Possibly you just get to chose where you move to after the spell fires.</p><p></p><p>I'm also thinking in terms of any spell duration requiring maintenance ala 4E's "sustain minor". Some effects might only last for a round, but any significant save-or-suck effect like Hold Person would require maintenance from the cleric or wizard that cast the spell. This way the wizard is partly removing himself from the battle at the same time as he removes the NPC/monster.</p></blockquote><p></p>
[QUOTE="Zustiur, post: 5977586, member: 1544"] Too high for my tastes as well, yet I can see benefit to having more than just Hit Die + Con mod. Hence, my current design: 5 (for being and adventurer) + Level * (Hit dice + con mod). Where a 14 con fighter would have 3d10+6+5 total. Basically it's like having a free toughness feat for everyone. I don't intend to include healing [I]surges[/I]. But I do intend to include a form of 'second wind' which gives you temporary hit points. Re-spellcasting time and sustain; I'm thinking along the lines of each spell level having an initiative delay factor. (I think this is vaguely like 1E) Wizard has initiative 16. On his turn he moves, then begins casting fireball (a 3rd level spell). On initiative 13 (16-3) the spell completes and he picks the target location. His actual initiative score remains unaltered. If he takes damage during those initiative steps he may lose the spell. What I'm not sure of is how to handle casting first and then moving. Possibly you just get to chose where you move to after the spell fires. I'm also thinking in terms of any spell duration requiring maintenance ala 4E's "sustain minor". Some effects might only last for a round, but any significant save-or-suck effect like Hold Person would require maintenance from the cleric or wizard that cast the spell. This way the wizard is partly removing himself from the battle at the same time as he removes the NPC/monster. [/QUOTE]
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