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Purple Dragon Knight = Warlord?
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<blockquote data-quote="Remathilis" data-source="post: 6754887" data-attributes="member: 7635"><p>Just thought I'd try a thought experiment...</p><p></p><p>HEALING SURGES</p><p>This optional rule allows characters to heal up in the thick of combat and works well for parties that feature few or no characters with healing magic, or for campaigns in which magical healing is rare.</p><p>As an action, a character can use a healing surge and spend up to half his or her Hit Dice. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll.</p><p>A character who uses a healing surge can't do so again until he or she finishes a short or long rest.</p><p>Under this optional rule, a character regains all spent Hit Dice at the end of a long rest. With a short rest, a character regains Hit Dice equal to his or her level divided by four (minimum of one die).</p><p>For a more superheroic feel, you can let a character use a healing surge as a bonus action, rather than as an action.</p><p></p><p>HERO POINTS</p><p>Hero points work well in epic fantasy and mythic campaigns in which the characters are meant to be more like superheroes than the average adventurer is.</p><p>With this option, a character starts with 5 hero point at 1st level. Each time the character gains a level, he or she loses any unspent hero points and gains a new total equal to 5 + half the character's level.</p><p>A player can spend a hero point whenever he or she makes an attack roll, an ability check, or a saving throw</p><p>The player can spend the hero point after the roll is made but before any of its results are applied. Spending the hero point allows the player to roll a d6 and add it to the d20, possibly turning a failure into a success. A player can spend only 1 hero point per roll.</p><p>In addition, whenever a character fails a death saving throw, the player can spend one hero point to turn the failure into a success.</p><p></p><p>Would these two variants give enough additional healing and buffing to make nonmagical feasible?</p></blockquote><p></p>
[QUOTE="Remathilis, post: 6754887, member: 7635"] Just thought I'd try a thought experiment... HEALING SURGES This optional rule allows characters to heal up in the thick of combat and works well for parties that feature few or no characters with healing magic, or for campaigns in which magical healing is rare. As an action, a character can use a healing surge and spend up to half his or her Hit Dice. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character who uses a healing surge can't do so again until he or she finishes a short or long rest. Under this optional rule, a character regains all spent Hit Dice at the end of a long rest. With a short rest, a character regains Hit Dice equal to his or her level divided by four (minimum of one die). For a more superheroic feel, you can let a character use a healing surge as a bonus action, rather than as an action. HERO POINTS Hero points work well in epic fantasy and mythic campaigns in which the characters are meant to be more like superheroes than the average adventurer is. With this option, a character starts with 5 hero point at 1st level. Each time the character gains a level, he or she loses any unspent hero points and gains a new total equal to 5 + half the character's level. A player can spend a hero point whenever he or she makes an attack roll, an ability check, or a saving throw The player can spend the hero point after the roll is made but before any of its results are applied. Spending the hero point allows the player to roll a d6 and add it to the d20, possibly turning a failure into a success. A player can spend only 1 hero point per roll. In addition, whenever a character fails a death saving throw, the player can spend one hero point to turn the failure into a success. Would these two variants give enough additional healing and buffing to make nonmagical feasible? [/QUOTE]
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Purple Dragon Knight = Warlord?
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