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no cleric? (my players stay out)
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<blockquote data-quote="Saeviomagy" data-source="post: 763894" data-attributes="member: 5890"><p>Simply put: give them time. Anyone heals, given time. The only point where not having a cleric seriously hinders a party is when the entire party are heavily injured, and the DM throws another encounter at them (or the party are forced into another encounter). If your campaign has much in the way of verisimilitude, then going somewhere comfortable to rest and heal won't be a problem.</p><p></p><p>Alternately you could take a leaf out of the d20 mini-game omega world. It gave every character a 'pool' of additional hitpoints equal to their original hitpoints. Outside of combat, characters could move the points in this pool to their main hitpoints. Any healing would recharge both the pool and normal hitpoints. It basically meant that, while the game didn't get any less lethal, a party could go through more encounters without having to heal up. Similar methods would be to automatically heal 50% of the damage taken in a fight when the fight finishes, or alternately changing 50% of all damage to subdual damage (based on the idea that some hitpoint damage is just combat fatigue).</p><p></p><p>Finally, you could take a peek at d20 modern's treat injury rules. Basically, standard heal checks can give back 1d4 damage, once per day. A significantly more difficult heal check can give back (targets level * d6) hitpoints, but leaves the target character fatigued for up to 24 hours.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 763894, member: 5890"] Simply put: give them time. Anyone heals, given time. The only point where not having a cleric seriously hinders a party is when the entire party are heavily injured, and the DM throws another encounter at them (or the party are forced into another encounter). If your campaign has much in the way of verisimilitude, then going somewhere comfortable to rest and heal won't be a problem. Alternately you could take a leaf out of the d20 mini-game omega world. It gave every character a 'pool' of additional hitpoints equal to their original hitpoints. Outside of combat, characters could move the points in this pool to their main hitpoints. Any healing would recharge both the pool and normal hitpoints. It basically meant that, while the game didn't get any less lethal, a party could go through more encounters without having to heal up. Similar methods would be to automatically heal 50% of the damage taken in a fight when the fight finishes, or alternately changing 50% of all damage to subdual damage (based on the idea that some hitpoint damage is just combat fatigue). Finally, you could take a peek at d20 modern's treat injury rules. Basically, standard heal checks can give back 1d4 damage, once per day. A significantly more difficult heal check can give back (targets level * d6) hitpoints, but leaves the target character fatigued for up to 24 hours. [/QUOTE]
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no cleric? (my players stay out)
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