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*Dungeons & Dragons
House Rule for Healing in 5th Edition D&D
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<blockquote data-quote="mouselim" data-source="post: 6366587" data-attributes="member: 6687986"><p><strong>D&D 5e Healing System sucks</strong></p><p></p><p>Foremost, I honestly feel that WoTC designers (given the time and budget) could have derive a better system that what is offered here...sad.</p><p></p><p>Imagine a tortured prisoner healing totally after a night's sleep in his cell or injured soldiers in a war fully healed the next day to resume battle...this is totally wrong and the very common excuse given by supporters of this attribute it to "highly magical" realm...really?!</p><p></p><p>Anyway, I'm also going to house-rule this. </p><p></p><p>Second wind HP gains are totally temporary - it will be lost during rest (short or long).</p><p></p><p>There is a bloodied state (which is half of the HP rounded up), any HP loss after the bloodied state will be recorded in a separate slot. These HP gains are only viable on long rest and based on the modifier of CON.</p><p></p><p>I'll keep the HD gain mechanism and how it is used to gain (non-bloodied) HP loss. However, I'll borrow your concept that only one HD is gained from one long rest.</p><p></p><p>Lastly, (another one borrowed from your idea) one "fate"/"bennie"/"inspiration" point usage to gain one HD.</p><p></p><p>Example: A fighter with 25 HP. His bloodied state is 13.</p><p></p><p>He is hit and his current HP drops to 10. On his character record sheet, his HP is 10/25 and bloodied HP is 3. He is further damaged and he lost another 5 HP. Now he is 5/25 and bloodied HP is 8.</p><p></p><p>He uses second wind and his HP restores to 15. He takes another 5 damage before the combat is over.</p><p></p><p>After the fight, the fighter takes a rest in a remote corner and his HP drops back to 5/25 and bloodied HP is 8.</p><p>He uses one HD to restore HP and gets a 3. His HP is 8/25. Believing that he is going into a major boss fight later, he uses another two HDs to restore HP and gets a 15. However, that puts his total HP to 23. Hence he can only recover to 15/25 and bloodied HP is 8 (23 - 8 = 15).</p><p></p><p>However, the cleric decides to heal him and he gains back 3 HP. This puts his HP at 18/25 and bloodied HP is 5.</p><p></p><p>He faces the big boss and a fierce fight ensues. He is hit and takes 5 points of damages. His HP is now 13/25 and bloodied HP is still 5. Before he finishes off the big boss, he takes another 8 points of damage and his HP drops to 5/25 and bloodied HP is now 13.</p><p></p><p>In a short rest, he uses the final 2 HD and gets 12 HP. This will put his HP to 17 but since his bloodied HP is 13, he can only be at 12/25 with bloodied HP at 13.</p><p></p><p>Finally, after a night's rest, he gains back one HD and regains +3 HP (he has a CON of 18). The fighter's HP is now 15/25 with a bloodied HP at 10. At his present state, using HD to heal is pointless as his is wounded at 10. The fighter's state is at equilibrium. He is no longer winded or tired but his wounds are still preventing him from regaining full health.</p></blockquote><p></p>
[QUOTE="mouselim, post: 6366587, member: 6687986"] [b]D&D 5e Healing System sucks[/b] Foremost, I honestly feel that WoTC designers (given the time and budget) could have derive a better system that what is offered here...sad. Imagine a tortured prisoner healing totally after a night's sleep in his cell or injured soldiers in a war fully healed the next day to resume battle...this is totally wrong and the very common excuse given by supporters of this attribute it to "highly magical" realm...really?! Anyway, I'm also going to house-rule this. Second wind HP gains are totally temporary - it will be lost during rest (short or long). There is a bloodied state (which is half of the HP rounded up), any HP loss after the bloodied state will be recorded in a separate slot. These HP gains are only viable on long rest and based on the modifier of CON. I'll keep the HD gain mechanism and how it is used to gain (non-bloodied) HP loss. However, I'll borrow your concept that only one HD is gained from one long rest. Lastly, (another one borrowed from your idea) one "fate"/"bennie"/"inspiration" point usage to gain one HD. Example: A fighter with 25 HP. His bloodied state is 13. He is hit and his current HP drops to 10. On his character record sheet, his HP is 10/25 and bloodied HP is 3. He is further damaged and he lost another 5 HP. Now he is 5/25 and bloodied HP is 8. He uses second wind and his HP restores to 15. He takes another 5 damage before the combat is over. After the fight, the fighter takes a rest in a remote corner and his HP drops back to 5/25 and bloodied HP is 8. He uses one HD to restore HP and gets a 3. His HP is 8/25. Believing that he is going into a major boss fight later, he uses another two HDs to restore HP and gets a 15. However, that puts his total HP to 23. Hence he can only recover to 15/25 and bloodied HP is 8 (23 - 8 = 15). However, the cleric decides to heal him and he gains back 3 HP. This puts his HP at 18/25 and bloodied HP is 5. He faces the big boss and a fierce fight ensues. He is hit and takes 5 points of damages. His HP is now 13/25 and bloodied HP is still 5. Before he finishes off the big boss, he takes another 8 points of damage and his HP drops to 5/25 and bloodied HP is now 13. In a short rest, he uses the final 2 HD and gets 12 HP. This will put his HP to 17 but since his bloodied HP is 13, he can only be at 12/25 with bloodied HP at 13. Finally, after a night's rest, he gains back one HD and regains +3 HP (he has a CON of 18). The fighter's HP is now 15/25 with a bloodied HP at 10. At his present state, using HD to heal is pointless as his is wounded at 10. The fighter's state is at equilibrium. He is no longer winded or tired but his wounds are still preventing him from regaining full health. [/QUOTE]
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