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*Pathfinder & Starfinder
Overnight healing potential house rule
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<blockquote data-quote="Exen Trik" data-source="post: 4101602" data-attributes="member: 34942"><p>Thank ye. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p></p><p>I guessed I missed it before, but healing surges do indeed work anytime between encounters. So, simply give an extra surge or two that are provided during extended rest in place of full hp recovery. Or, give them nothing at all.</p><p></p><p></p><p>While I'm at it, here's some other ideas for grimy grit:</p><p>- When brought to 0 hp, each failed roll to recover incurs a small penalty to max hp. Should the character recover, this penalty will be slowly reduced with overnight rest, moreso for a full day of recovery and medical attention. This penalty has no effect on anything else, such as hp required to be in bloodied condition.</p><p>- Apply a condition 1/4 hp: Bleeding. It's only effect is to cause 1 hp of damage per round, any recovery of hp or use of a heal check ends it. Giving it an additional -1 to all attacks can rub salt in the wounds, as it were.</p><p>- Make saving throws be a move action, so that ongoing effects need a moment to be 'shaken off' rather than passively resisted. Obviously, a character that isn't able to take actions because of some ongoing effect wouldn't be kept from doing so.</p><p>- Alternatively, saving throws can be made more difficult to remove by requiring multiple successful checks, perhaps in a row. This however may already be true of abilities we haven't seen yet.</p><p></p><p>And finally, an option in the other direction:</p><p>- When dying, only three sequential failures results in death. There successful saves stabilizes the character</p><p></p><p></p><p>I think 4e as a system will lend itself well to modification for a variety of play styles, be it grim and gritty, high/low fantasy, or whatever. The at will/per encounter/per day mechanics will also see very creative reinterpretations.</p></blockquote><p></p>
[QUOTE="Exen Trik, post: 4101602, member: 34942"] Thank ye. :) I guessed I missed it before, but healing surges do indeed work anytime between encounters. So, simply give an extra surge or two that are provided during extended rest in place of full hp recovery. Or, give them nothing at all. While I'm at it, here's some other ideas for grimy grit: - When brought to 0 hp, each failed roll to recover incurs a small penalty to max hp. Should the character recover, this penalty will be slowly reduced with overnight rest, moreso for a full day of recovery and medical attention. This penalty has no effect on anything else, such as hp required to be in bloodied condition. - Apply a condition 1/4 hp: Bleeding. It's only effect is to cause 1 hp of damage per round, any recovery of hp or use of a heal check ends it. Giving it an additional -1 to all attacks can rub salt in the wounds, as it were. - Make saving throws be a move action, so that ongoing effects need a moment to be 'shaken off' rather than passively resisted. Obviously, a character that isn't able to take actions because of some ongoing effect wouldn't be kept from doing so. - Alternatively, saving throws can be made more difficult to remove by requiring multiple successful checks, perhaps in a row. This however may already be true of abilities we haven't seen yet. And finally, an option in the other direction: - When dying, only three sequential failures results in death. There successful saves stabilizes the character I think 4e as a system will lend itself well to modification for a variety of play styles, be it grim and gritty, high/low fantasy, or whatever. The at will/per encounter/per day mechanics will also see very creative reinterpretations. [/QUOTE]
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Overnight healing potential house rule
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