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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="Moving Pictures" data-source="post: 9703818" data-attributes="member: 7052268"><p>This is my homebrew, because 5e made things so that people just long rest and <em>poof</em> and I wanted gritty.</p><p></p><p><strong>Body points:</strong></p><p></p><p>Body points are a function of a creature’s species more than anything else. To put in blunt terms, small creatures are generally more fragile than large ones.</p><p>For player character species, body points are generated as a function of race. Dwerv receive 5, humans and elves 4, gnomes 3.</p><p></p><p><strong>Combat rest:</strong></p><p>After an incident that causes damage, a being can take a “combat rest,” which amounts to a turn of general inactivity. This “brief rest” allows creatures to regain some of their lost fatigue points – by bandaging minor wounds, stretching kinked muscles, taping sprains or otherwise engaging in minor self care. The points a being regains from such a rest is a function of their martial training.</p><p>Fighters, Crusaders War Clerics, Rangers d3+d(F-level/2) – capped at d3+d5</p><p>Spirit Warrior: d4+d*level, not capped</p><p>Rogues: d3+d(f-level/3) – capped at 2d3</p><p>Others: d2.</p><p>Spellcasters: If at least half of the damage sustained by a spellcaster was magical in nature, a spellcaster can opt to combat rest at d3+d(max spell level ability). Thus a fifth-level mage can rest at 2d3. A spellcaster cannot rest physical and magical damage at the same time.</p><p>REST: class dice (max) + CON for any long rest.</p></blockquote><p></p>
[QUOTE="Moving Pictures, post: 9703818, member: 7052268"] This is my homebrew, because 5e made things so that people just long rest and [I]poof[/I] and I wanted gritty. [B]Body points:[/B] Body points are a function of a creature’s species more than anything else. To put in blunt terms, small creatures are generally more fragile than large ones. For player character species, body points are generated as a function of race. Dwerv receive 5, humans and elves 4, gnomes 3. [B]Combat rest:[/B] After an incident that causes damage, a being can take a “combat rest,” which amounts to a turn of general inactivity. This “brief rest” allows creatures to regain some of their lost fatigue points – by bandaging minor wounds, stretching kinked muscles, taping sprains or otherwise engaging in minor self care. The points a being regains from such a rest is a function of their martial training. Fighters, Crusaders War Clerics, Rangers d3+d(F-level/2) – capped at d3+d5 Spirit Warrior: d4+d*level, not capped Rogues: d3+d(f-level/3) – capped at 2d3 Others: d2. Spellcasters: If at least half of the damage sustained by a spellcaster was magical in nature, a spellcaster can opt to combat rest at d3+d(max spell level ability). Thus a fifth-level mage can rest at 2d3. A spellcaster cannot rest physical and magical damage at the same time. REST: class dice (max) + CON for any long rest. [/QUOTE]
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Healing tweak - proportionality
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