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Hit Dice as an alternate resource?
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<blockquote data-quote="rules.mechanic" data-source="post: 8891318" data-attributes="member: 7025773"><p>[USER=6801228]@Chaosmancer[/USER] 's resting rules (or similar) are very helpful for things like Heroic Effort. To my mind, some form of slower hp & HD recovery is essential to make the system work. Hit Dice need to have enough value for there to be a meaningful trade-off.</p><p></p><p></p><p>Although we use something a bit different, it is very similar. No automatic hp recovery, all via HD, and we won't be allowing all HD to recover if the OneDnD UA sticks to that. With HD and not hp recovery, that allowance to be able to gain-and-spend or spend-and-regain is also important.</p><p></p><p>A second key consideration for systems that use HD as an alternate resource is ensuring some limit on the number of uses per rest/day. This makes it much easier to balance, avoids potential interactions with access to HD recovery, and most importantly removes the risk of rapid resource depletion and the "death spiral". For Heroic Effort (or Heroic Exertion), you are limited to one use per short rest but could arguably be long rest. We've found it a great additional resource to mix things up a bit, and it generally functions as an explainable form of plot armor.</p><p></p><p>Lastly on the topic of balance, we wanted to keep the uses broad (so all classes can make use of it) but it can be hard to keep the different uses well-balanced while also keeping the effects simple and directly tied to the Hit Die. For each of the options, we tried to match against some existing effect that could do something similar (which has actually meant that the Level Up A5E version has about half the effect). </p><p></p><p>(Heroic Exertion is super easy though - essentially spending exhaustion to gain Inspiration - and plays much better than the various OneDnD "roll-a-20" or "roll-a-1" options)</p></blockquote><p></p>
[QUOTE="rules.mechanic, post: 8891318, member: 7025773"] [USER=6801228]@Chaosmancer[/USER] 's resting rules (or similar) are very helpful for things like Heroic Effort. To my mind, some form of slower hp & HD recovery is essential to make the system work. Hit Dice need to have enough value for there to be a meaningful trade-off. Although we use something a bit different, it is very similar. No automatic hp recovery, all via HD, and we won't be allowing all HD to recover if the OneDnD UA sticks to that. With HD and not hp recovery, that allowance to be able to gain-and-spend or spend-and-regain is also important. A second key consideration for systems that use HD as an alternate resource is ensuring some limit on the number of uses per rest/day. This makes it much easier to balance, avoids potential interactions with access to HD recovery, and most importantly removes the risk of rapid resource depletion and the "death spiral". For Heroic Effort (or Heroic Exertion), you are limited to one use per short rest but could arguably be long rest. We've found it a great additional resource to mix things up a bit, and it generally functions as an explainable form of plot armor. Lastly on the topic of balance, we wanted to keep the uses broad (so all classes can make use of it) but it can be hard to keep the different uses well-balanced while also keeping the effects simple and directly tied to the Hit Die. For each of the options, we tried to match against some existing effect that could do something similar (which has actually meant that the Level Up A5E version has about half the effect). (Heroic Exertion is super easy though - essentially spending exhaustion to gain Inspiration - and plays much better than the various OneDnD "roll-a-20" or "roll-a-1" options) [/QUOTE]
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