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Hit Dice and How To Get More From Them
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<blockquote data-quote="Flamestrike" data-source="post: 7973299" data-attributes="member: 6788736"><p>We already have limited HD. Spell slots and class features are also limited by X/rest uses (and with Spells slots, using them for healing takes away a resource that could be used elsewhere).</p><p></p><p>Guess I just dont see the point, or how it really adds to the game. It probably just leans people into the 5MWD once they reach the cap on healing for the day. </p><p></p><p>Without the cap, they could expend a few slots or more HD and push on. Now when they're wounded and out of 'Surges' they're more likely to fall back and rest for the night.</p><p></p><p>Its just my personal preference I guess. I'd like gut as many long rest/ daily type resources from the game as I could (making everything run more like SWSE/ ToB 'per ecnounter' type stuff. Most abilities you can make per encounter pretty easy, its HP and healing that are the difficult ones.</p><p></p><p>Im leaning towards 'if you end an encounter with less than half your hit points, but at least 1 HP, your hit points are increased to 50 percent of your max at the end of the encounter'. Thats just me though.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 7973299, member: 6788736"] We already have limited HD. Spell slots and class features are also limited by X/rest uses (and with Spells slots, using them for healing takes away a resource that could be used elsewhere). Guess I just dont see the point, or how it really adds to the game. It probably just leans people into the 5MWD once they reach the cap on healing for the day. Without the cap, they could expend a few slots or more HD and push on. Now when they're wounded and out of 'Surges' they're more likely to fall back and rest for the night. Its just my personal preference I guess. I'd like gut as many long rest/ daily type resources from the game as I could (making everything run more like SWSE/ ToB 'per ecnounter' type stuff. Most abilities you can make per encounter pretty easy, its HP and healing that are the difficult ones. Im leaning towards 'if you end an encounter with less than half your hit points, but at least 1 HP, your hit points are increased to 50 percent of your max at the end of the encounter'. Thats just me though. [/QUOTE]
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