And healing magic "unlocking" HD in combat.I quite miss using an action to spend a healing surge/hit dice in combat. Because I dont see hp as meat I dont have any dissonance with the mechanic. I also like the tactical choice to do so.
A 4e inspired variant I've thought about for 5e was:
1. When you roll a HD, it is only expended on a roll of 1-3. (This aligns with 4e "healing surge number")
2. When you are healed by magic (except regeneration effects), you can roll as many HD as the effect rolls dice (min 1). So a L 1 healing word is now 1d4+stat+1HD
3. Everyone gets second wind as an action once between short rests; you can roll up to half of your HD (round down) plus Con mod (once), and it also counts as a dodge. Fighters get it as a bonus action (including the dodge!), and get an extra 1d10+fighter level HP.
4. When you take an extended rest, roll expended HD; they recover on an even roll of 4 or greater. If you have a day of downtime, roll them twice.
5. Short rests are 10 minutes long; if you have time to make an investigation check, you have time to short rest. Catnap takes 30 seconds (5 rounds); it is plausible to even use that in long combat, or in short breaks in combat.
Sally the level 10 fighter (14 con) has 84 HP and 10d10 HD.
Sally takes 70 damage. Sally uses second wind, healing 5d10 HD + 1d10+12, regaining 45 HP (at 54 HP). Of those 5d10, one rolls a 2, and she is down 1 HD.
She takes another 50 damage, and then the Bard uses a level 3 healing word on her. She heals 3d4+3d10+4 for 39 damage (at 43 HP) and burns another HD. The fight finishes with Sally taking 10 more damage.
They take a short rest. She rolls 6d10 HD for 45 HP and is at 78 HP, and loses 3 more HD.
So she is at 5d10 HD left.
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