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Hit points at level-up
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<blockquote data-quote="Arkhandus" data-source="post: 2673640" data-attributes="member: 13966"><p>In my present Rhunaria homebrew campaign, the PCs get full HP at 1st-level, while rolling for HP at later levels. If they roll below the average, they get the average instead; this is before considering modifiers such as Constitution. So if they gain a new level of Rogue and roll a 1 or 2 on a d6, they instead get 3 HP, but if their Constitution is 7 or lower, then it'll end up reducing their actual HP gain to 1 point. This avoids the PCs becoming terrible paper tigers, as I've noticed a few of my players have wretched luck with rolling HP every level.</p><p></p><p></p><p></p><p>Simple enough. An unconscious PC can't very well level-up, he's rather incapacitated at the moment. Can't learn nothin', reflect on one's battles and what tactics worked, or practice to perfect a new technique when you're unconscious. I only level-up PCs when they get a night's rest or something, so it's not a sudden "Yeah! I just finished off that last goblin and suddenly I feel more vigorous than I did 6 seconds ago when he hit me with his morningstar, even though I'm still bleeding from that!"</p><p></p><p>If a PC is unconscious, they really need an ally to make a Heal checks to stabilize them, until they succeed. The Heal check can be attempted untrained (you don't need ranks, and you don't need a healer's kit), and it's DC 15 to stabilize an ally as a standard action. Assuming they don't have anyone who can cast a Cure spell on the fellow, or administer a healing potion to the unconscious fella. It takes a full-round action to coax a potion down an unconscious character's throat, as noted in the rules. Cure Minor Wounds, or a potion thereof (only 25 gp!) works best when you just want to make sure your ally's stable and not dying. Once a character's stable, they have a chance to regain conscious each hour, IIRC.</p><p></p><p>If you don't have healing handy, and nobody's succeeding with Heal skill checks, you could instead provide the unconscious ally with an Endurance (Bear's Endurance in 3.5) spell or item, such as an Amulet of Health +2 (or better). I think a Belt of Dwarvenkind gives non-dwarves +2 Constitution too or something, but I'm not certain. Anything that boosts your friend's Constitution score will give them extra hit points, even if they only last until the Constitution boost wears off or is removed. This can potentially render then conscious, if it grants them enough extra hit points, even if it's only temporary.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 2673640, member: 13966"] In my present Rhunaria homebrew campaign, the PCs get full HP at 1st-level, while rolling for HP at later levels. If they roll below the average, they get the average instead; this is before considering modifiers such as Constitution. So if they gain a new level of Rogue and roll a 1 or 2 on a d6, they instead get 3 HP, but if their Constitution is 7 or lower, then it'll end up reducing their actual HP gain to 1 point. This avoids the PCs becoming terrible paper tigers, as I've noticed a few of my players have wretched luck with rolling HP every level. Simple enough. An unconscious PC can't very well level-up, he's rather incapacitated at the moment. Can't learn nothin', reflect on one's battles and what tactics worked, or practice to perfect a new technique when you're unconscious. I only level-up PCs when they get a night's rest or something, so it's not a sudden "Yeah! I just finished off that last goblin and suddenly I feel more vigorous than I did 6 seconds ago when he hit me with his morningstar, even though I'm still bleeding from that!" If a PC is unconscious, they really need an ally to make a Heal checks to stabilize them, until they succeed. The Heal check can be attempted untrained (you don't need ranks, and you don't need a healer's kit), and it's DC 15 to stabilize an ally as a standard action. Assuming they don't have anyone who can cast a Cure spell on the fellow, or administer a healing potion to the unconscious fella. It takes a full-round action to coax a potion down an unconscious character's throat, as noted in the rules. Cure Minor Wounds, or a potion thereof (only 25 gp!) works best when you just want to make sure your ally's stable and not dying. Once a character's stable, they have a chance to regain conscious each hour, IIRC. If you don't have healing handy, and nobody's succeeding with Heal skill checks, you could instead provide the unconscious ally with an Endurance (Bear's Endurance in 3.5) spell or item, such as an Amulet of Health +2 (or better). I think a Belt of Dwarvenkind gives non-dwarves +2 Constitution too or something, but I'm not certain. Anything that boosts your friend's Constitution score will give them extra hit points, even if they only last until the Constitution boost wears off or is removed. This can potentially render then conscious, if it grants them enough extra hit points, even if it's only temporary. [/QUOTE]
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