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Hit Dice as an alternate resource?
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<blockquote data-quote="Chaosmancer" data-source="post: 8890992" data-attributes="member: 6801228"><p>They still only regain half their HD on a long rest. The only big change to that is that they can choose to gain that half at the start of the rest (to have HD to spend) or at the end of the rest (after spending them) depending on their HP needs. </p><p></p><p>In terms of health, healing and rests, I don't think I have changed anything else.</p><p></p><p></p><p></p><p>I haven't noticed any major differences in design, and they don't seem to be more risk averse. An actually amusing point is that most of the time, especially past low levels, it doesn't seem to matter. The party will often have multiple days of travel and rest between adventures, allowing them to fully heal back up. </p><p></p><p>One "big" change I noticed is that before I did this, everyone always wanted to take a long rest. Long rests meant being restored to full hp, while short rests just meant recovering a little. Even warlocks and fighters would prefer the guarantee of a long rest, every time. Once that guarantee went away, I stopped having to argue about how taking a long rest in the middle of a dungeon was dangerous, because they quickly realized it was unnecessary, since it didn't affect PC healing. </p><p></p><p>That plus them feeling like long treks through dangerous territory are dangerous even over multiple days, are the only real changes I can think of. </p><p></p><p></p><p></p><p>This is something I go back and forth with. Because HD now represent ALL natural healing, it makes me nervous to adopt these sort of rules without consideration. I wouldn't want to have something that was a HD for a minor bonus, because this is a significant resource. </p><p></p><p>That said, I also feel like it makes more sense as well. Spending a HD to maybe succeed on a save now feels like something long-term and significant, delaying damage now in the hope you won't need that healing later. The more rules-saavy my players are, the more comfortable I am too. Because players who can weigh the cost-benefit and say "yes, using this resource now is worth it" tells me that it is a good option. Whereas with long rests healing all wounds, it wouldn't even be a question, because no one would use those HD anyways. </p><p></p><p>So, something like "re-roll all 1's on your spell damage"? I don't think that is worth the resource. </p><p>"As a reaction roll the die and add the result, you may succeed on a failed save"? This feels very much worth the resource, because the power is more potentially balanced by the opportunity cost. </p><p></p><p>But I have issues getting most people to utilize homebrew rules and systems, so I haven't tested everything fully.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8890992, member: 6801228"] They still only regain half their HD on a long rest. The only big change to that is that they can choose to gain that half at the start of the rest (to have HD to spend) or at the end of the rest (after spending them) depending on their HP needs. In terms of health, healing and rests, I don't think I have changed anything else. I haven't noticed any major differences in design, and they don't seem to be more risk averse. An actually amusing point is that most of the time, especially past low levels, it doesn't seem to matter. The party will often have multiple days of travel and rest between adventures, allowing them to fully heal back up. One "big" change I noticed is that before I did this, everyone always wanted to take a long rest. Long rests meant being restored to full hp, while short rests just meant recovering a little. Even warlocks and fighters would prefer the guarantee of a long rest, every time. Once that guarantee went away, I stopped having to argue about how taking a long rest in the middle of a dungeon was dangerous, because they quickly realized it was unnecessary, since it didn't affect PC healing. That plus them feeling like long treks through dangerous territory are dangerous even over multiple days, are the only real changes I can think of. This is something I go back and forth with. Because HD now represent ALL natural healing, it makes me nervous to adopt these sort of rules without consideration. I wouldn't want to have something that was a HD for a minor bonus, because this is a significant resource. That said, I also feel like it makes more sense as well. Spending a HD to maybe succeed on a save now feels like something long-term and significant, delaying damage now in the hope you won't need that healing later. The more rules-saavy my players are, the more comfortable I am too. Because players who can weigh the cost-benefit and say "yes, using this resource now is worth it" tells me that it is a good option. Whereas with long rests healing all wounds, it wouldn't even be a question, because no one would use those HD anyways. So, something like "re-roll all 1's on your spell damage"? I don't think that is worth the resource. "As a reaction roll the die and add the result, you may succeed on a failed save"? This feels very much worth the resource, because the power is more potentially balanced by the opportunity cost. But I have issues getting most people to utilize homebrew rules and systems, so I haven't tested everything fully. [/QUOTE]
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