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Hit Point Recovery Too Generous
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<blockquote data-quote="HorusZA" data-source="post: 6558211" data-attributes="member: 83599"><p>I have given up trying to rationalize what exactly HP's represent in real-life. I just view them as a resource that needs to be managed by the players and balanced against risk and reward.</p><p></p><p>One of the underlying assumptions behind the HP economy is that a typical group as something like like 4-6 encounters per day. This doesn't really happen in my games which means the HP recovery mechanics are indeed overly generous.</p><p></p><p>My group also feels that the RAW regarding dropping to zero HP's lack in danger and excitement. Again, because we have far fewer encounters per day than is assumed by the rules, the characters are usually pretty well stocked with healing spells which means going down is often more of a nuisance than a genuine "oh crap" moment. </p><p></p><p>Thusly, we have come up with some house-rules:</p><p></p><p>1.) Slow Healing: You don't recover any HP's after a long rest, just half your HD's.</p><p>2.) Negative HP's: A character can go to negative HP's. When a dying character is stabilized he stays at his current negative HP's. </p><p>3.) When a character hits negative HP's the usual rules for stabilization apply plus he has to roll on the following table:</p><p></p><p>[HTML]</p><p>Death's Door Effect Table</p><p></p><p>Roll Effect</p><p>1-3 "Glanced into the Abyss / Dazed and Confused</p><p>Disadvantage on attack rolls and ability checks.</p><p>Recovery: Back to Full HP's or Lesser Restoration"</p><p>4-6 "Out Cold</p><p>Character is knocked out for 1d100 minutes regardless of HP status. </p><p>Recover: Lesser Restoration or a DC15 Medicine Check"</p><p>7-8 "Blood Everywhere</p><p>Character takes 1d4 points of damage per round until stablized. </p><p>Death Saves and Medicine Checks are at Disadvantage. </p><p>Recovery: Stabilized"</p><p>9-10 "Internal Injury</p><p>All HP recovery from Healing Effects is halved until this condition is removed. Medicine checks are at Disadvantage.</p><p>Recovery: Lesser Restoration or once back to full HP's"</p><p>11-12 "Broken & Torn</p><p>Lose 1 point from a random Physical Characteristic (STR, DEX, CON)</p><p>Recovery: Greater Restoration"</p><p>13 "Scarred</p><p>Lose 1 point of CHA. If this takes your CHA below 10, you gain Advantage on Intimidation checks.</p><p>Recovery: Greater Restoration"</p><p>14 "Disfigured</p><p>Lose 2 points of CHA. If this takes your CHA below 10, you gain Advantage on Intimidation checks.</p><p>Recovery: Greater Restoration"</p><p>15 "A Mind in Tatters</p><p>Lose 1 point from a random Mental Characteristic (INT or WIS)</p><p>Recovery: Greater Restoration"</p><p>16 "An Eye for....</p><p>You lose one of your eyes. You gain disadvantage on Wisdom (perception) checks that rely on sight and ranged attack rolls. </p><p>Recovery: Regenerate"</p><p>17 "Lingering Wound</p><p>Roll one of your HD and reduce you Maximum HP's by that amount permanently.</p><p>Recovery: Greater Restoration"</p><p>18 "Limp</p><p>Speed is halved until the condition is removed.</p><p>Recovery: Lesser Restoration "</p><p>19 "Festering Wound</p><p>Every day at dawn, make a CON Save (DC 20) or gain a level of Exhaustion. A successful daily Medicine check (DC 15) means this roll is at Advantage. </p><p>Recovery: Once you have passed 3 CON saves, this condition is removed at a rate of one level of Exhaustion per day. Or: Greater Restoration"</p><p>20 "Complications</p><p>Roll Twice"[/HTML]</p></blockquote><p></p>
[QUOTE="HorusZA, post: 6558211, member: 83599"] I have given up trying to rationalize what exactly HP's represent in real-life. I just view them as a resource that needs to be managed by the players and balanced against risk and reward. One of the underlying assumptions behind the HP economy is that a typical group as something like like 4-6 encounters per day. This doesn't really happen in my games which means the HP recovery mechanics are indeed overly generous. My group also feels that the RAW regarding dropping to zero HP's lack in danger and excitement. Again, because we have far fewer encounters per day than is assumed by the rules, the characters are usually pretty well stocked with healing spells which means going down is often more of a nuisance than a genuine "oh crap" moment. Thusly, we have come up with some house-rules: 1.) Slow Healing: You don't recover any HP's after a long rest, just half your HD's. 2.) Negative HP's: A character can go to negative HP's. When a dying character is stabilized he stays at his current negative HP's. 3.) When a character hits negative HP's the usual rules for stabilization apply plus he has to roll on the following table: [HTML] Death's Door Effect Table Roll Effect 1-3 "Glanced into the Abyss / Dazed and Confused Disadvantage on attack rolls and ability checks. Recovery: Back to Full HP's or Lesser Restoration" 4-6 "Out Cold Character is knocked out for 1d100 minutes regardless of HP status. Recover: Lesser Restoration or a DC15 Medicine Check" 7-8 "Blood Everywhere Character takes 1d4 points of damage per round until stablized. Death Saves and Medicine Checks are at Disadvantage. Recovery: Stabilized" 9-10 "Internal Injury All HP recovery from Healing Effects is halved until this condition is removed. Medicine checks are at Disadvantage. Recovery: Lesser Restoration or once back to full HP's" 11-12 "Broken & Torn Lose 1 point from a random Physical Characteristic (STR, DEX, CON) Recovery: Greater Restoration" 13 "Scarred Lose 1 point of CHA. If this takes your CHA below 10, you gain Advantage on Intimidation checks. Recovery: Greater Restoration" 14 "Disfigured Lose 2 points of CHA. If this takes your CHA below 10, you gain Advantage on Intimidation checks. Recovery: Greater Restoration" 15 "A Mind in Tatters Lose 1 point from a random Mental Characteristic (INT or WIS) Recovery: Greater Restoration" 16 "An Eye for.... You lose one of your eyes. You gain disadvantage on Wisdom (perception) checks that rely on sight and ranged attack rolls. Recovery: Regenerate" 17 "Lingering Wound Roll one of your HD and reduce you Maximum HP's by that amount permanently. Recovery: Greater Restoration" 18 "Limp Speed is halved until the condition is removed. Recovery: Lesser Restoration " 19 "Festering Wound Every day at dawn, make a CON Save (DC 20) or gain a level of Exhaustion. A successful daily Medicine check (DC 15) means this roll is at Advantage. Recovery: Once you have passed 3 CON saves, this condition is removed at a rate of one level of Exhaustion per day. Or: Greater Restoration" 20 "Complications Roll Twice"[/HTML] [/QUOTE]
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