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Recharge NWN2 style- with some mods
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<blockquote data-quote="Sadrik" data-source="post: 3216618" data-attributes="member: 14506"><p>This is meant to be a remedy for the cleric and a more heroic system than is currently in place. I personally as a DM dislike the- fight one fight- rest- fight another fight- that d&d is. This is a variant that deals with that. The party no longer needs to rest after every fight (or couple of fights). I am exaggerating a bit here but I have seen the party rest right after their morning encounter. So, the major shift here is that this is set at a per encounter rather than a per day situation. A lot of people have been liking that concept. This house rule is simply an extension of that.</p><p></p><p>Healing spells under this house rule is more of an "in combat" thing and not an after combat thing. Do you think it would be balanced if it were a standard action? The point of making it 5 minutes is to allow enough time so that it is not practical in combat but short enough so that it doesnt deride from the action.</p><p></p><p>I think reducing the number of spells they have to play with for 1 encounter is where you want to be at with a system like this. And as far as getting them back why limit them to just 5/9/12/30 rather than all? Those numbers seem highly arbitrary to me.</p><p></p><p>Yes, there are some problematic spells but it is easily fixed by saying those spells are draining spells and whenever you cast them you dont get those spell levels back until you rest 8 hours. It will definitely curb those spells.</p><p></p><p>I disagree with you entirely. It is no more complex than the current system. It is just different.</p><p></p><p>Realism is a completely relative term in fantasy. With 200 hit point huge dragons and 200 hp medium fighters. You really have to scratch your head to figure out how a character can take 20 sword hits and still keep going. How I would describe HP in this system is not how much meat is on the bone so to speak but describe it as how much "combat savvy" the character has. More like the fatigue system. So you recharge your "combat savvy" after a fight. </p><p></p><p>I also disagree with you here. Just because we have accepted that it takes weeks to infiltrate a keep or dungeon doesnt mean that it is more realistic. D&D has taught us it should be that way. But think about it... isnt it more realistic that the group makes a quick surgical strike in without weeks of resting between combats??? Yes it does...</p></blockquote><p></p>
[QUOTE="Sadrik, post: 3216618, member: 14506"] This is meant to be a remedy for the cleric and a more heroic system than is currently in place. I personally as a DM dislike the- fight one fight- rest- fight another fight- that d&d is. This is a variant that deals with that. The party no longer needs to rest after every fight (or couple of fights). I am exaggerating a bit here but I have seen the party rest right after their morning encounter. So, the major shift here is that this is set at a per encounter rather than a per day situation. A lot of people have been liking that concept. This house rule is simply an extension of that. Healing spells under this house rule is more of an "in combat" thing and not an after combat thing. Do you think it would be balanced if it were a standard action? The point of making it 5 minutes is to allow enough time so that it is not practical in combat but short enough so that it doesnt deride from the action. I think reducing the number of spells they have to play with for 1 encounter is where you want to be at with a system like this. And as far as getting them back why limit them to just 5/9/12/30 rather than all? Those numbers seem highly arbitrary to me. Yes, there are some problematic spells but it is easily fixed by saying those spells are draining spells and whenever you cast them you dont get those spell levels back until you rest 8 hours. It will definitely curb those spells. I disagree with you entirely. It is no more complex than the current system. It is just different. Realism is a completely relative term in fantasy. With 200 hit point huge dragons and 200 hp medium fighters. You really have to scratch your head to figure out how a character can take 20 sword hits and still keep going. How I would describe HP in this system is not how much meat is on the bone so to speak but describe it as how much "combat savvy" the character has. More like the fatigue system. So you recharge your "combat savvy" after a fight. I also disagree with you here. Just because we have accepted that it takes weeks to infiltrate a keep or dungeon doesnt mean that it is more realistic. D&D has taught us it should be that way. But think about it... isnt it more realistic that the group makes a quick surgical strike in without weeks of resting between combats??? Yes it does... [/QUOTE]
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