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Healing Word "HD" House Rule
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<blockquote data-quote="Benjamin Olson" data-source="post: 8425537" data-attributes="member: 6988941"><p>Sure. I think its effectiveness depends on your goals. </p><p></p><p>If your goal is to limit how many hit dice or overall hp players have available in an adventuring day then it would probably be effective for that. </p><p></p><p>If your goal is to limit in-combat healing I don't think it really is likely to achieve that. Nobody is ever going to not burn the hit dice when they're on the ropes given the opportunity, the limitation really comes into play when it is time to rest and they have no hit dice left, which just tends to mean they are ready to call it a day if the fate of the universe is not at stake, and sometimes even if it is. In theory the limitation comes in when they run out of hit dice in combat, but I think players will be much more hesitant to enter serious combat without a healthy pool of hit dice, meaning shorter adventuring days still unless the DM forces longer ones.</p><p></p><p>If your goal is to preserve the traditional prominence of Cure Wounds by having it be the cool no hit-die heal, maybe it does that somewhat. It seems like it would do it at the expense of player harmony though with one players desire to not burn their action and/or movement being at odds with another player's desire to not burn their hit dice.</p><p></p><p>I don't care for the upcasting to be able to burn more hit dice in any case. We already have the metagame conceit of players inquiring about each other's hit points. I don't want to incentivize mid-combat conversations about how many hit dice players have and are willing to part with as well.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 8425537, member: 6988941"] Sure. I think its effectiveness depends on your goals. If your goal is to limit how many hit dice or overall hp players have available in an adventuring day then it would probably be effective for that. If your goal is to limit in-combat healing I don't think it really is likely to achieve that. Nobody is ever going to not burn the hit dice when they're on the ropes given the opportunity, the limitation really comes into play when it is time to rest and they have no hit dice left, which just tends to mean they are ready to call it a day if the fate of the universe is not at stake, and sometimes even if it is. In theory the limitation comes in when they run out of hit dice in combat, but I think players will be much more hesitant to enter serious combat without a healthy pool of hit dice, meaning shorter adventuring days still unless the DM forces longer ones. If your goal is to preserve the traditional prominence of Cure Wounds by having it be the cool no hit-die heal, maybe it does that somewhat. It seems like it would do it at the expense of player harmony though with one players desire to not burn their action and/or movement being at odds with another player's desire to not burn their hit dice. I don't care for the upcasting to be able to burn more hit dice in any case. We already have the metagame conceit of players inquiring about each other's hit points. I don't want to incentivize mid-combat conversations about how many hit dice players have and are willing to part with as well. [/QUOTE]
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