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General Tabletop Discussion
*Dungeons & Dragons
Should healing word require hit dice?
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<blockquote data-quote="Blue" data-source="post: 8921995" data-attributes="member: 20564"><p>Now, while from my earlier post I was very against using HD (see that post for why), all of the reasons are based around there being a limited number of HD.</p><p></p><p>But unlimited HD is just a healing die then... unless it's not.</p><p></p><p>We could look at how 13th Age does this. It has a lot of 4e DNA (since the lead designer of 4e, Rob Heinsoo, was one of the two designers of 13th Age). Since 4e was GSL instead of OGL they needed to file off some serial numbers but they kept the concept of Healing Surges (and Bloodied, which I'll get to in a minute.)</p><p></p><p>So how did they solve this? Most classes had 7 Healing Surges/Hit Dice/"Recoveries" regardless of level - the amount they healed went up. All healing triggered these and then usually added something, plus you could spend an action to trigger it once per battle*. (* You could try more than once but it was unreliable and might just waste the action.)</p><p></p><p>But the interesting thing for this discussion was what about it something required you to spend a HD when you had none left? In that case you only got half the healing expected, and you took a cumulative -1 to all d20 checks that stayed until you took a full heal up. (Read: Long Rest, though there are technical differences.)</p><p></p><p>BTW, I mentioned Bloodied. You know the concept of HP as partially fatigue, battle, luck, and the like? Well, if after a battle (or likely a Short Rest in 5e terms) you were <em>required</em> to heal up to half of your HPs and remove yourself from Bloodied. (Or "Staggered" since the term Bloodied wasn't available.) So if you ran out of HD/Surges/Recoveries you'd end up with some cumulative penalties until you can rest.</p><p></p><p>Something like this can remove the issues I had caused to the casters by limited HD of the target, making this concept work smoother.</p></blockquote><p></p>
[QUOTE="Blue, post: 8921995, member: 20564"] Now, while from my earlier post I was very against using HD (see that post for why), all of the reasons are based around there being a limited number of HD. But unlimited HD is just a healing die then... unless it's not. We could look at how 13th Age does this. It has a lot of 4e DNA (since the lead designer of 4e, Rob Heinsoo, was one of the two designers of 13th Age). Since 4e was GSL instead of OGL they needed to file off some serial numbers but they kept the concept of Healing Surges (and Bloodied, which I'll get to in a minute.) So how did they solve this? Most classes had 7 Healing Surges/Hit Dice/"Recoveries" regardless of level - the amount they healed went up. All healing triggered these and then usually added something, plus you could spend an action to trigger it once per battle*. (* You could try more than once but it was unreliable and might just waste the action.) But the interesting thing for this discussion was what about it something required you to spend a HD when you had none left? In that case you only got half the healing expected, and you took a cumulative -1 to all d20 checks that stayed until you took a full heal up. (Read: Long Rest, though there are technical differences.) BTW, I mentioned Bloodied. You know the concept of HP as partially fatigue, battle, luck, and the like? Well, if after a battle (or likely a Short Rest in 5e terms) you were [I]required[/I] to heal up to half of your HPs and remove yourself from Bloodied. (Or "Staggered" since the term Bloodied wasn't available.) So if you ran out of HD/Surges/Recoveries you'd end up with some cumulative penalties until you can rest. Something like this can remove the issues I had caused to the casters by limited HD of the target, making this concept work smoother. [/QUOTE]
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Should healing word require hit dice?
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