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General Tabletop Discussion
*Dungeons & Dragons
How should 5E handle healing?
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<blockquote data-quote="Minigiant" data-source="post: 5821218" data-attributes="member: 63508"><p>My suggestion for the negative HP system is close to this. </p><p></p><p>Hit point damage represents minor cuts, light bruises, loss of stamina, the drain of combat focus. Temporary hit point represent vigor and confidence that is on top of their normal skill.</p><p></p><p>A character is<strong> bloodied </strong>when they are hit with a critical hit, take massive damage, or drop to 0 HP. Characters can’t be reduced to negative hit points. 0 HP is the minimum. Instead, any character who takes damage that reduces his hit points to 0 must make a Constitution/Endurance save to avoid being <strong>disabled</strong> or <strong>dying</strong>.</p><p></p><p>Disabled characters are hurt badly but still able to function somewhat. Dying characters are so hurt badly they are unable to act. Disabled and dying characters are people with concussions, heavily bleeding wounds to the limbs, or minor broken bones to various degrees. A Con/Endurance check is needed to see if they get worse (after every action for the disabled, every round for the dying). </p><p></p><p>A Wisdom/Heal check can remove the <strong>disabled </strong>or <strong>dying</strong> states. Another check is used to remove the <strong>bloodied</strong> state. Long term rest allows the character a Con/Endurance check to remove the disabled or bloodied state.</p><p></p><p>Certain spells can remove the <strong>bloodied, disabled, </strong>or <strong>dying</strong> states.</p><p></p><p>Then each class can heal differently.</p><p><strong></strong></p><p><strong>Clerics</strong> would have the most powerful hit point damage heals, be able to remove bloodied, disabled, and dying states, and grant temporary HP.</p><p></p><p><strong>Druids</strong> would be the same healing spells as Clerics but use a spell slot one level higher.</p><p></p><p><strong>Bards</strong> can use some spells to heal damage and use songs to grant a lot of temporary HP.</p><p></p><p><strong>Warlords</strong> grant a whole lot of temporary HP but not heal actual HP damage. Some are trained field medics and have a bonus to the heal skill.</p><p></p><p><strong>Paladins</strong> can heal via Lay on wounds but can't grant temporary hp.</p><p><strong></strong></p><p><strong>Rangers</strong> and <strong>Paladins </strong>that choose to learn spells can heal HP.</p><p><strong></strong></p><p><strong>Monks</strong> can heal HP damage themselves outside of combat via meditation.</p><p></p><p><strong>Wizards</strong> and <strong>Sorcerers</strong> can only grant themselves temporary HP.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 5821218, member: 63508"] My suggestion for the negative HP system is close to this. Hit point damage represents minor cuts, light bruises, loss of stamina, the drain of combat focus. Temporary hit point represent vigor and confidence that is on top of their normal skill. A character is[B] bloodied [/B]when they are hit with a critical hit, take massive damage, or drop to 0 HP. Characters can’t be reduced to negative hit points. 0 HP is the minimum. Instead, any character who takes damage that reduces his hit points to 0 must make a Constitution/Endurance save to avoid being [B]disabled[/B] or [B]dying[/B]. Disabled characters are hurt badly but still able to function somewhat. Dying characters are so hurt badly they are unable to act. Disabled and dying characters are people with concussions, heavily bleeding wounds to the limbs, or minor broken bones to various degrees. A Con/Endurance check is needed to see if they get worse (after every action for the disabled, every round for the dying). A Wisdom/Heal check can remove the [B]disabled [/B]or [B]dying[/B] states. Another check is used to remove the [B]bloodied[/B] state. Long term rest allows the character a Con/Endurance check to remove the disabled or bloodied state. Certain spells can remove the [B]bloodied, disabled, [/B]or [B]dying[/B] states. Then each class can heal differently. [B] Clerics[/B] would have the most powerful hit point damage heals, be able to remove bloodied, disabled, and dying states, and grant temporary HP. [B]Druids[/B] would be the same healing spells as Clerics but use a spell slot one level higher. [B]Bards[/B] can use some spells to heal damage and use songs to grant a lot of temporary HP. [B]Warlords[/B] grant a whole lot of temporary HP but not heal actual HP damage. Some are trained field medics and have a bonus to the heal skill. [B]Paladins[/B] can heal via Lay on wounds but can't grant temporary hp. [B] Rangers[/B] and [B]Paladins [/B]that choose to learn spells can heal HP. [B] Monks[/B] can heal HP damage themselves outside of combat via meditation. [B]Wizards[/B] and [B]Sorcerers[/B] can only grant themselves temporary HP. [/QUOTE]
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How should 5E handle healing?
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