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How 'magical" in your game/setting?
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<blockquote data-quote="DND_Reborn" data-source="post: 8545430" data-attributes="member: 6987520"><p>I always liked it thematically for Jedi, so transferring it to casters for D&D wasn't a stretch for me at all.</p><p></p><p>And yes, everything has more HP. Since casters (typically) aren't in front and under direct danger for most groups (you can never make that assumption in <em>my</em> game <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ), spending HP for spells shouldn't be too much of a burden IMO.</p><p></p><p></p><p>This is a blend from what 4E did (so I am told, I never played it) and an observation I had running my own game. 90% of the time, there was enough healing to go around (short rest HD, healer feat, healing magic) to bring the party back up to max or close to it before the next encounter, I never felt the attrition of HP. So, I thought of the idea: what if HP was lower in general, like half or two-thirds, but auto refreshed every encounter? You wouldn't need to spend stuff to heal, just survive the fight and have a few minutes (?) of a breather to regroup, bandage wounds that need it, etc.</p><p></p><p>It extended to spells. Yes, many battles for most groups are 2-3 rounds (our are longer, typically 5-8 rounds) that if you could cast a few spells in each encounter, shouldn't that be enough for you to contribute? If you run out, you have cantrips and weapons, or can maybe help in other ways? Maybe you have a wand or staff to use instead of spells?</p><p></p><p>I'm exploring extending the whole game to either encounter-based use or "day" (long rest, etc.) use. If you have enough time to restore HP, IMO, you should be able to restore just about any feature you have. <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /></p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8545430, member: 6987520"] I always liked it thematically for Jedi, so transferring it to casters for D&D wasn't a stretch for me at all. And yes, everything has more HP. Since casters (typically) aren't in front and under direct danger for most groups (you can never make that assumption in [I]my[/I] game ;) ), spending HP for spells shouldn't be too much of a burden IMO. This is a blend from what 4E did (so I am told, I never played it) and an observation I had running my own game. 90% of the time, there was enough healing to go around (short rest HD, healer feat, healing magic) to bring the party back up to max or close to it before the next encounter, I never felt the attrition of HP. So, I thought of the idea: what if HP was lower in general, like half or two-thirds, but auto refreshed every encounter? You wouldn't need to spend stuff to heal, just survive the fight and have a few minutes (?) of a breather to regroup, bandage wounds that need it, etc. It extended to spells. Yes, many battles for most groups are 2-3 rounds (our are longer, typically 5-8 rounds) that if you could cast a few spells in each encounter, shouldn't that be enough for you to contribute? If you run out, you have cantrips and weapons, or can maybe help in other ways? Maybe you have a wand or staff to use instead of spells? I'm exploring extending the whole game to either encounter-based use or "day" (long rest, etc.) use. If you have enough time to restore HP, IMO, you should be able to restore just about any feature you have. 🤷♂️ [/QUOTE]
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