Tradionally the way characters defend themselves is byhaving high Armor Class and saves. But they are designed to fail and healing hit points is somewhere in the next few actions. This nudged D&D into a "hurt and heal" game.
I wonder if somehow the next version of the game could have other defensive strategies.
In other threads, I suggest having the warlord and bard having abilities that grant nice chunks of temporary hit points. The THP would act as a buffer for the real HP and change the game from healing HP to trying to defeat enemies before the THP runs out. At the end of the dungeon, PCs might have only 5 or 6 HP left but have 20 THP on top of that, thus not caring about their near death status.
Or certain character action or spells could be made that boost Armor and Saving throws. The party could walk around and plan to never get hit in the first place. The resource management would be of how many of these defensive buff spells they have.
A party's strategy could change with the composition. Have a cleric or druid, hurt and heal. Have a warlord or bard, use damage buffers.
What do you think?
I wonder if somehow the next version of the game could have other defensive strategies.
In other threads, I suggest having the warlord and bard having abilities that grant nice chunks of temporary hit points. The THP would act as a buffer for the real HP and change the game from healing HP to trying to defeat enemies before the THP runs out. At the end of the dungeon, PCs might have only 5 or 6 HP left but have 20 THP on top of that, thus not caring about their near death status.
Or certain character action or spells could be made that boost Armor and Saving throws. The party could walk around and plan to never get hit in the first place. The resource management would be of how many of these defensive buff spells they have.
A party's strategy could change with the composition. Have a cleric or druid, hurt and heal. Have a warlord or bard, use damage buffers.
What do you think?