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General Tabletop Discussion
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I hate death saves. Propose your solution.
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<blockquote data-quote="Ristamar" data-source="post: 7462503" data-attributes="member: 1207"><p>Dead at zero means you need to drastically increase the efficacy of in-combat healing and increase other healing resources. I'd allow the instant expenditure of hit dice by the recipient when healed by magical means within a relative limit. I'd say one hit die per level of spell. </p><p></p><p>Class features that heal utilizing static or semi-static pools (e.g. Second Wind, Lay On Hands, Wholeness of Body, etc) should probably double the static number. For instance, Second Wind would heal 1d10 + 2 * fighter level.</p><p></p><p>I'd likely allow expenditure of hit dice with healing potions using the following limits:</p><p></p><p style="margin-left: 20px">Healing - 1 HD</p> <p style="margin-left: 20px">Greater Healing - up to 2 HD</p> <p style="margin-left: 20px">Superior Healing - up to 4 HD</p> <p style="margin-left: 20px">Supreme Healing - up to 5 HD</p><p></p><p>Other healing sources could be adjudicated on the fly, perhaps allowing 1 HD per 5 points of healing, or they simply don't allow for the option of extra healing.</p><p></p><p>Sources that provide temporary hit points should not be modified as their functional value is already dramatically increased by eliminating Death Saves.</p><p></p><p>Last but not least, I'd buff the Short Rest and Long Rest. Any hit dice spent during a Short Rest should automatically provide the maximum value to incentivise healing outside of combat. Change the Long Rest so it provides full recovery of all hit dice.</p></blockquote><p></p>
[QUOTE="Ristamar, post: 7462503, member: 1207"] Dead at zero means you need to drastically increase the efficacy of in-combat healing and increase other healing resources. I'd allow the instant expenditure of hit dice by the recipient when healed by magical means within a relative limit. I'd say one hit die per level of spell. Class features that heal utilizing static or semi-static pools (e.g. Second Wind, Lay On Hands, Wholeness of Body, etc) should probably double the static number. For instance, Second Wind would heal 1d10 + 2 * fighter level. I'd likely allow expenditure of hit dice with healing potions using the following limits: [INDENT]Healing - 1 HD Greater Healing - up to 2 HD Superior Healing - up to 4 HD Supreme Healing - up to 5 HD[/INDENT] Other healing sources could be adjudicated on the fly, perhaps allowing 1 HD per 5 points of healing, or they simply don't allow for the option of extra healing. Sources that provide temporary hit points should not be modified as their functional value is already dramatically increased by eliminating Death Saves. Last but not least, I'd buff the Short Rest and Long Rest. Any hit dice spent during a Short Rest should automatically provide the maximum value to incentivise healing outside of combat. Change the Long Rest so it provides full recovery of all hit dice. [/QUOTE]
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I hate death saves. Propose your solution.
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