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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Increased Nonmagical Healing HR
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<blockquote data-quote="necroblivion" data-source="post: 4508994" data-attributes="member: 32467"><p>I had been working on this as well. I have found a few things that you might find helpful. One, if you look at the Unearthed Arcana's Reserve Hit Points system, there is a pretty interesting idea. They give you 100% of your hit points back through slow healing in a given day, representing rest and such.</p><p></p><p>This led me to realize that 4 healing surges (at 25% value) would do the same thing. So, I have allowed Second Wind as a standard action in my game, and every player has 4 surges available to them. There was a lot of discussion about other classes getting more surges, and Con mods, etc. but it comes down to the fact that all of that is already implemented in the total hp of the characters. There are some feats in 4e that increase the value of healing surges and total number of healing surges as well, they can be translated easily.</p><p></p><p>The last thing of note is that we are looking into minor healing effects for each class as well. Here's my quick thoughts, perhaps we could expand on this. I don't have names for these abilities yet. Also changed how healing works for some of the classes based on thematics.</p><p></p><p>Fighter: You gain temporary hit points equal to your level whenever you successfully land a critical hit.</p><p></p><p>Ranger: When killing a favored enemy, you gain temporary hit points equal to that creature's level or hit die.</p><p></p><p>Cleric: have the one true healing source. Divine curative magic works as written, healing instantaneously and for large amounts. Also, no clerics get to swap out spells for curative magic, instead swapping out spells for domain spells. Less heal-bots and more divine instruments.</p><p></p><p>Druid: may cast curative magic, but is not instantaneous. Heals back one hit point per round per level of the spell until the total value of healed points is reached. (Ex: a 3rd level cure moderate for 2d8+5 would normally heal an average of 14 hp. It now does 3 hp a round for 4 rounds, and 2 hp on round 5.) This simulates the more regenerative nature oriented magical healing. This also may be cast as a buff on tanks going into battle!</p><p></p><p>Bard: I want to rewrite this class entirely. First off, they need access to the spell lists of the other classes. They shouldn't cast as equals, but be able to dabble. Secondly, a healing song that affects all allies in a solid radius, again not as great as a clerical direct heal, but AoE and midlly effective.</p><p></p><p>Wiz & Sorceror: Should have the ability to "consume" spell energy to temporarily gain physical power. They can cannibalize their spell energy to create temporary hit points. Level of spell x 2 in temporary hit points. This encourages using high level slots to buff since temp hp doesn't stack.</p><p></p><p>Paladin: can already lay on hands, using the Pathfinder variant anyway, with many more LoH uses.</p><p></p><p>Barbarian: When raging, if he drops a foe gains temp hp equal to that creature's level or HD.</p><p></p><p>Monk: can already heal self at 7th level, perhaps a weak version at lower levels.</p><p></p><p>Rogue: Upon successfully dropping a foe with a sneak attack, or entering stealth, gain temp hp equal to his level.</p><p></p><p>These might be implemented as feats, or added to the classes. Depends on your tastes.</p></blockquote><p></p>
[QUOTE="necroblivion, post: 4508994, member: 32467"] I had been working on this as well. I have found a few things that you might find helpful. One, if you look at the Unearthed Arcana's Reserve Hit Points system, there is a pretty interesting idea. They give you 100% of your hit points back through slow healing in a given day, representing rest and such. This led me to realize that 4 healing surges (at 25% value) would do the same thing. So, I have allowed Second Wind as a standard action in my game, and every player has 4 surges available to them. There was a lot of discussion about other classes getting more surges, and Con mods, etc. but it comes down to the fact that all of that is already implemented in the total hp of the characters. There are some feats in 4e that increase the value of healing surges and total number of healing surges as well, they can be translated easily. The last thing of note is that we are looking into minor healing effects for each class as well. Here's my quick thoughts, perhaps we could expand on this. I don't have names for these abilities yet. Also changed how healing works for some of the classes based on thematics. Fighter: You gain temporary hit points equal to your level whenever you successfully land a critical hit. Ranger: When killing a favored enemy, you gain temporary hit points equal to that creature's level or hit die. Cleric: have the one true healing source. Divine curative magic works as written, healing instantaneously and for large amounts. Also, no clerics get to swap out spells for curative magic, instead swapping out spells for domain spells. Less heal-bots and more divine instruments. Druid: may cast curative magic, but is not instantaneous. Heals back one hit point per round per level of the spell until the total value of healed points is reached. (Ex: a 3rd level cure moderate for 2d8+5 would normally heal an average of 14 hp. It now does 3 hp a round for 4 rounds, and 2 hp on round 5.) This simulates the more regenerative nature oriented magical healing. This also may be cast as a buff on tanks going into battle! Bard: I want to rewrite this class entirely. First off, they need access to the spell lists of the other classes. They shouldn't cast as equals, but be able to dabble. Secondly, a healing song that affects all allies in a solid radius, again not as great as a clerical direct heal, but AoE and midlly effective. Wiz & Sorceror: Should have the ability to "consume" spell energy to temporarily gain physical power. They can cannibalize their spell energy to create temporary hit points. Level of spell x 2 in temporary hit points. This encourages using high level slots to buff since temp hp doesn't stack. Paladin: can already lay on hands, using the Pathfinder variant anyway, with many more LoH uses. Barbarian: When raging, if he drops a foe gains temp hp equal to that creature's level or HD. Monk: can already heal self at 7th level, perhaps a weak version at lower levels. Rogue: Upon successfully dropping a foe with a sneak attack, or entering stealth, gain temp hp equal to his level. These might be implemented as feats, or added to the classes. Depends on your tastes. [/QUOTE]
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