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*Dungeons & Dragons
Half HP, Full heal variant
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<blockquote data-quote="DND_Reborn" data-source="post: 8087815" data-attributes="member: 6987520"><p>Hey [USER=6848185]@CubicsRube[/USER] !</p><p></p><p>Ok, this is an interesting variant. I've been exploring a low HP (about 60-70 percent RAW) version to make combat quicker. Our group also realized that except in rare scenarios where we have no chance to heal or rest between encounters, we enter each fight at or near max HP (probably at least 90%). So, most encounters will do some damage, which we'll have to recover, but unless it is a "hard" or "deadly" encounter, it rarely results in a PC anywhere near 0 HP.</p><p></p><p>To address your thoughts:</p><ul> <li data-xf-list-type="ul">Healing magic is actually <em>more</em> useful because you find it being used in combat since PCs have fewer HP. After the fight you won't need it, but during the fight you probably will.</li> <li data-xf-list-type="ul">Bard's Song of Rest is not IMO. I had a bard and frankly forgot all about it when we rested. If you want to keep it, allow it to do something else like remove a level of exhaustion after a short rest (instead of requiring a long rest), etc.</li> <li data-xf-list-type="ul">True, you will see <em>very little</em> HD used, but I have a suggestion for that if you wanted it (but since you don't, no big loss).</li> <li data-xf-list-type="ul">Early levels aren't really more swingy in our play testing. Of course, we give PCs more HP at level 1, it average down to about 65% of RAW as levels increase.</li> <li data-xf-list-type="ul">TPK is a bit more risky, but isn't that the point?</li> <li data-xf-list-type="ul">IME the 5MWD is more about abilities, not HP.</li> </ul><p>Some other things to consider and the biggest hurdle I've encounter is magic. With lower HP, spells like Magic Missile and Sleep are more effective, especially if you just cut HP in half! A fireball is really a big deal again. Personally, I <em>like</em> that, but some people had negative feelings about it all.</p><p></p><p>So, here are a couple things I have to offer if you don't have things locked down:</p><p></p><p>Have PCs being with HP = CON + HD roll (not max, no average). PCs only gain HD per level afterward, no bonus CON mod.</p><p>After a "break" following combat, roll the HD and the PCs recover that many HP. Spells, features, or an "actual short rest with spent HD" must be used to make up the deficit if any.</p><p></p><p>Example: Fighter with CON 14</p><p>Level 1: 14 + 1d10, average will be 19-20 compared to 12.</p><p>Level 2: 14 + 2d10, average will be 25 compared to 20.</p><p>Level 3: 14 + 3d10, average will be 30-31 compared to 28.</p><p>Level 4: 14 + 4d10, average will be 36, compared to 36.</p><p>etc.</p><p>Level 20: 16 + 20d10, average will be 126, compared to 184 (13 + 19*9). About 68.5%</p><p></p><p>If you want less HP at lower levels, start with half CON + an HD roll.</p><p></p><p>But you don't want to gimp them too much at lower levels IME. Hope this helps!</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8087815, member: 6987520"] Hey [USER=6848185]@CubicsRube[/USER] ! Ok, this is an interesting variant. I've been exploring a low HP (about 60-70 percent RAW) version to make combat quicker. Our group also realized that except in rare scenarios where we have no chance to heal or rest between encounters, we enter each fight at or near max HP (probably at least 90%). So, most encounters will do some damage, which we'll have to recover, but unless it is a "hard" or "deadly" encounter, it rarely results in a PC anywhere near 0 HP. To address your thoughts: [LIST] [*]Healing magic is actually [I]more[/I] useful because you find it being used in combat since PCs have fewer HP. After the fight you won't need it, but during the fight you probably will. [*]Bard's Song of Rest is not IMO. I had a bard and frankly forgot all about it when we rested. If you want to keep it, allow it to do something else like remove a level of exhaustion after a short rest (instead of requiring a long rest), etc. [*]True, you will see [I]very little[/I] HD used, but I have a suggestion for that if you wanted it (but since you don't, no big loss). [*]Early levels aren't really more swingy in our play testing. Of course, we give PCs more HP at level 1, it average down to about 65% of RAW as levels increase. [*]TPK is a bit more risky, but isn't that the point? [*]IME the 5MWD is more about abilities, not HP. [/LIST] Some other things to consider and the biggest hurdle I've encounter is magic. With lower HP, spells like Magic Missile and Sleep are more effective, especially if you just cut HP in half! A fireball is really a big deal again. Personally, I [I]like[/I] that, but some people had negative feelings about it all. So, here are a couple things I have to offer if you don't have things locked down: Have PCs being with HP = CON + HD roll (not max, no average). PCs only gain HD per level afterward, no bonus CON mod. After a "break" following combat, roll the HD and the PCs recover that many HP. Spells, features, or an "actual short rest with spent HD" must be used to make up the deficit if any. Example: Fighter with CON 14 Level 1: 14 + 1d10, average will be 19-20 compared to 12. Level 2: 14 + 2d10, average will be 25 compared to 20. Level 3: 14 + 3d10, average will be 30-31 compared to 28. Level 4: 14 + 4d10, average will be 36, compared to 36. etc. Level 20: 16 + 20d10, average will be 126, compared to 184 (13 + 19*9). About 68.5% If you want less HP at lower levels, start with half CON + an HD roll. But you don't want to gimp them too much at lower levels IME. Hope this helps! [/QUOTE]
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