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Hit Dice and How To Get More From Them
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<blockquote data-quote="BrokenTwin" data-source="post: 7972951" data-attributes="member: 7017978"><p>[USER=6788736]@Flamestrike[/USER] The name's the same, but the purpose and function are not.</p><p></p><p>[USER=6704184]@doctorbadwolf[/USER] There's a number of things you'd need to do to reformat the 5e Hit Die mechanic into something resembling the 4e Healing Surge mechanic. My personal thoughts on it are as follows:</p><p>For one, I don't think I would keep it a static number. Having your stamina reserves grow as you get more powerful seems like a great pacing mechanic (and keeping with genre). Hell, I'd even argue it would be a great way to reduce hit point bloat, too. Plus, by pacing out the acquisition, it helps prevent additional front-loading. My rough (and completely untested) system that I threw together during the 4E thread works something like this:</p><p></p><p>You gain your standard Hit Die per class levels, but also gain an additional pool of d6 Hit Die equal to your Con modifier (min 0). In addition, you gain an additional HD of the appropriate type whenever you would gain an attribute/feat increase. You no longer add your Con bonus to hit points. Reformatting healing spells is obviously going to take longer to do, so I've just done the basic two here:</p><p></p><p>Cure Wounds: Target creature you touch regains your spellcasting modifier in Hit Points and may spend up to 1 HD to recover additional Hit Points.</p><p>Higher Levels: The target may spend an additional Hit Die healing per spell slot level. Bonus healing increases by your spellcasting modifier per spell slot level.</p><p></p><p>Healing Word: Target creature within range may spend up to 1 HD to recover hit points.</p><p>Higher Levels: The target may spend an additional Hit Die healing per spell slot level.</p><p></p><p></p><p>Potion of Healing: 1HD+2 | 2HD+4 | 4HD+8 | 5HD+20</p><p></p><p>Class-feature wise, the only one I think I'd really want to change offhand is the Barbarian: Path of the Berserker's Frenzy ability. Instead of a level of exhaustion, it costs 1 HD. If you don't have any HD remaining, you take a level of exhaustion. Class-based healing I'm mostly fine with leaving as is, although that's definitely something that would have to be looked at on a case by case basis. The idea (for me) isn't to stop healing dead in the water once HD are gone, but just making the most potent/reliable sources limited in a way that doesn't feel artificial.</p></blockquote><p></p>
[QUOTE="BrokenTwin, post: 7972951, member: 7017978"] [USER=6788736]@Flamestrike[/USER] The name's the same, but the purpose and function are not. [USER=6704184]@doctorbadwolf[/USER] There's a number of things you'd need to do to reformat the 5e Hit Die mechanic into something resembling the 4e Healing Surge mechanic. My personal thoughts on it are as follows: For one, I don't think I would keep it a static number. Having your stamina reserves grow as you get more powerful seems like a great pacing mechanic (and keeping with genre). Hell, I'd even argue it would be a great way to reduce hit point bloat, too. Plus, by pacing out the acquisition, it helps prevent additional front-loading. My rough (and completely untested) system that I threw together during the 4E thread works something like this: You gain your standard Hit Die per class levels, but also gain an additional pool of d6 Hit Die equal to your Con modifier (min 0). In addition, you gain an additional HD of the appropriate type whenever you would gain an attribute/feat increase. You no longer add your Con bonus to hit points. Reformatting healing spells is obviously going to take longer to do, so I've just done the basic two here: Cure Wounds: Target creature you touch regains your spellcasting modifier in Hit Points and may spend up to 1 HD to recover additional Hit Points. Higher Levels: The target may spend an additional Hit Die healing per spell slot level. Bonus healing increases by your spellcasting modifier per spell slot level. Healing Word: Target creature within range may spend up to 1 HD to recover hit points. Higher Levels: The target may spend an additional Hit Die healing per spell slot level. Potion of Healing: 1HD+2 | 2HD+4 | 4HD+8 | 5HD+20 Class-feature wise, the only one I think I'd really want to change offhand is the Barbarian: Path of the Berserker's Frenzy ability. Instead of a level of exhaustion, it costs 1 HD. If you don't have any HD remaining, you take a level of exhaustion. Class-based healing I'm mostly fine with leaving as is, although that's definitely something that would have to be looked at on a case by case basis. The idea (for me) isn't to stop healing dead in the water once HD are gone, but just making the most potent/reliable sources limited in a way that doesn't feel artificial. [/QUOTE]
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