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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Healing tweak - proportionality
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<blockquote data-quote="UngainlyTitan" data-source="post: 9702166" data-attributes="member: 28487"><p>Having just looked it up this is almost mechanically identical to healing surges. With hit dice mapping to the healing surge numbers. Given that a cure light or a potion is healing 25% of a characters max HP (same as healing surge) there is really no reason to also scale the healing dice by class. Since the 25% value will swamp the die result. </p><p></p><p>The big difference is that tying them to Hit Dice is going to do weird things to the ability to last through encounters.</p><p>In 4e the number of healing surges was fixed by class (values ranging from 6 to 10) plus Con mod. </p><p>Low level characters will really want to go home and have a lie down after a single encounter and high level characters will be like energiser bunnies, depending on the HD recovery mechanics.</p></blockquote><p></p>
[QUOTE="UngainlyTitan, post: 9702166, member: 28487"] Having just looked it up this is almost mechanically identical to healing surges. With hit dice mapping to the healing surge numbers. Given that a cure light or a potion is healing 25% of a characters max HP (same as healing surge) there is really no reason to also scale the healing dice by class. Since the 25% value will swamp the die result. The big difference is that tying them to Hit Dice is going to do weird things to the ability to last through encounters. In 4e the number of healing surges was fixed by class (values ranging from 6 to 10) plus Con mod. Low level characters will really want to go home and have a lie down after a single encounter and high level characters will be like energiser bunnies, depending on the HD recovery mechanics. [/QUOTE]
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Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Healing tweak - proportionality
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