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Hit points explained
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<blockquote data-quote="Lanefan" data-source="post: 7209214" data-attributes="member: 29398"><p>In short, instead of damage on a miss it's healing on a miss.</p><p></p><p>If that's what you're after then it should involve complete withdrawal from combat rather than just spending a round dodging, which still takes effort and exertion.</p><p>I usually don't allow Thieves to backstrike in consecutive rounds...they need to spend a round backing out and hiding, then spend the next round sneaking in and attacking.</p><p></p><p>They don't get to revocer h.p. in the "off" round, however.</p><p></p><p>Another option, instead of giving them h.p. recovery (of which there's already far too much) why not give advantage on the first attack after such a break, to reflect the time spent looking for an opening?</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7209214, member: 29398"] In short, instead of damage on a miss it's healing on a miss. If that's what you're after then it should involve complete withdrawal from combat rather than just spending a round dodging, which still takes effort and exertion. I usually don't allow Thieves to backstrike in consecutive rounds...they need to spend a round backing out and hiding, then spend the next round sneaking in and attacking. They don't get to revocer h.p. in the "off" round, however. Another option, instead of giving them h.p. recovery (of which there's already far too much) why not give advantage on the first attack after such a break, to reflect the time spent looking for an opening? Lanefan [/QUOTE]
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