Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Should healing magic be based on HD or not?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Charlaquin" data-source="post: 8492214" data-attributes="member: 6779196"><p>The tricky thing is, while 4e characters <em>started out</em> with more healing surges than 5e characters do with hit dice, they rarely if ever gained any more of them. They were static in <em>number</em> and scaled in <em>value</em> as you gained levels, which is exactly the opposite of what hit dice do. So, just increasing how many of them characters get wouldn’t do the trick.</p><p></p><p>I think if you wanted to make hit dice work as a limit on daily healing, you’d have to either re-work them completely, or balance healing around the fact that a hit die represents an ever-decreasing proportion of the character’s maximum hit points, that you gain increasingly more of. Healing spells and potions would have to be balanced around how many hit dice they allowed the target to spend.</p><p></p><p>If we assume a character only recovers hit points through hit dice expenditure, then characters can access about 50% of their daily hit points at a time, with the other 50% in reserve. And actually that’s not necessarily true either, since a long rest only gets you back <em>half</em> your maximum number of hit dice, so if you’re consistently using them all, you have access to more like 75% of your daily HP at a time. This compared to 4e where you had access to more like 25%-33%of your daily hit points at a time, depending on your class. So, if we want to replicate 4e healing, we’d want characters to have about twice as many hit dice as their level, and to regain them all on a long rest instead of only half. Then, a healing source would need to allow you to spend a number of hit dice up to half your level to be worth the equivalent of a 4e healing surge, at 1/4 your HP maximum. Before any additional healing.</p><p></p><p>So, in this hypothetical system, I imagine Cure Wounds would let the target spend 1 hit die per level cast and add the caster’s spellcasting ability mod instead of the target’s con. That feels pretty good, actually. Healing Word is worth 2 HP less than Cure Wounds on average, so maybe it does the same thing, but you don’t add any ability modifier, you just get the unmodified dice roll. Again, that feels pretty good to me.</p><p></p><p>You’d have to do this for every healing spell, which would be a lot of work. But it seems pretty doable.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8492214, member: 6779196"] The tricky thing is, while 4e characters [I]started out[/I] with more healing surges than 5e characters do with hit dice, they rarely if ever gained any more of them. They were static in [I]number[/I] and scaled in [I]value[/I] as you gained levels, which is exactly the opposite of what hit dice do. So, just increasing how many of them characters get wouldn’t do the trick. I think if you wanted to make hit dice work as a limit on daily healing, you’d have to either re-work them completely, or balance healing around the fact that a hit die represents an ever-decreasing proportion of the character’s maximum hit points, that you gain increasingly more of. Healing spells and potions would have to be balanced around how many hit dice they allowed the target to spend. If we assume a character only recovers hit points through hit dice expenditure, then characters can access about 50% of their daily hit points at a time, with the other 50% in reserve. And actually that’s not necessarily true either, since a long rest only gets you back [I]half[/I] your maximum number of hit dice, so if you’re consistently using them all, you have access to more like 75% of your daily HP at a time. This compared to 4e where you had access to more like 25%-33%of your daily hit points at a time, depending on your class. So, if we want to replicate 4e healing, we’d want characters to have about twice as many hit dice as their level, and to regain them all on a long rest instead of only half. Then, a healing source would need to allow you to spend a number of hit dice up to half your level to be worth the equivalent of a 4e healing surge, at 1/4 your HP maximum. Before any additional healing. So, in this hypothetical system, I imagine Cure Wounds would let the target spend 1 hit die per level cast and add the caster’s spellcasting ability mod instead of the target’s con. That feels pretty good, actually. Healing Word is worth 2 HP less than Cure Wounds on average, so maybe it does the same thing, but you don’t add any ability modifier, you just get the unmodified dice roll. Again, that feels pretty good to me. You’d have to do this for every healing spell, which would be a lot of work. But it seems pretty doable. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Should healing magic be based on HD or not?
Top