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General Tabletop Discussion
*TTRPGs General
Hit Points & Healing Surges Finally Explained!
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<blockquote data-quote="Sir Brennen" data-source="post: 4631836" data-attributes="member: 553"><p>I actually kinda like it, though it brings back <em>requiring</em> a cleric, unless groups are OK with frequently going into combat with some members at 1/2 hit points. In that case, the difficulty of encounters becomes altered quite a bit, and not in a consistent manner.</p><p></p><p>Though if there *is* a cleric, then it becomes exactly like the existing rules, as all wounds and hit points can easily be healed between encounters through the cleric powers.</p><p></p><p>I'd also be curious if there's any intended difference between different level healing powers under his system. (Cure Light vs. Cure Serious, for example)</p><p></p><p>I also think Dead at Neg Con is a bit too gritty, as going from alive to No Save Dead becomes much more likely at higher levels, with monsters dishing out increased damage. The Con value isn't scaling to keep up. It also makes the emphasis on Con as an uber stat increase, as each point adds *two* to your margin of not-being-dead - one for wounds, and one for max neg value.</p><p></p><p>Personally, if I used that system, I'd stick with neg Bloodied as No Save Dead.</p><p></p><p>Perversely, I'd also nerf Wound Points regained from healing magic, because within a few levels, a character's Healing Surge value is going to quickly exceed their CON score, making any single use of low level curing magic automatically remove all wounds. If you want gritty, reduce the amount of wounds that can be healed at once. I'd probably use the HP gained per level value of the target's character class, perhaps adding in the number of healing surges the power allows the target to spend (so Cure Light is +1, Cure Serious is +2.)</p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 4631836, member: 553"] I actually kinda like it, though it brings back [i]requiring[/i] a cleric, unless groups are OK with frequently going into combat with some members at 1/2 hit points. In that case, the difficulty of encounters becomes altered quite a bit, and not in a consistent manner. Though if there *is* a cleric, then it becomes exactly like the existing rules, as all wounds and hit points can easily be healed between encounters through the cleric powers. I'd also be curious if there's any intended difference between different level healing powers under his system. (Cure Light vs. Cure Serious, for example) I also think Dead at Neg Con is a bit too gritty, as going from alive to No Save Dead becomes much more likely at higher levels, with monsters dishing out increased damage. The Con value isn't scaling to keep up. It also makes the emphasis on Con as an uber stat increase, as each point adds *two* to your margin of not-being-dead - one for wounds, and one for max neg value. Personally, if I used that system, I'd stick with neg Bloodied as No Save Dead. Perversely, I'd also nerf Wound Points regained from healing magic, because within a few levels, a character's Healing Surge value is going to quickly exceed their CON score, making any single use of low level curing magic automatically remove all wounds. If you want gritty, reduce the amount of wounds that can be healed at once. I'd probably use the HP gained per level value of the target's character class, perhaps adding in the number of healing surges the power allows the target to spend (so Cure Light is +1, Cure Serious is +2.) [/QUOTE]
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