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Those who come from earlier editions, why are you okay with 5E healing (or are you)?
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<blockquote data-quote="Tales and Chronicles" data-source="post: 7879335" data-attributes="member: 6871653"><p>I will start using the Vitality option as seen in an old UA (without the thing were your must recalculate you HP max everytime you lose vitality). Since there is no way to improve your Vitality maximum other than raising Con, even with 100000 HP, higher CR monsters can still threaten character more easily by depleting both resources at the same time. It also gives low level PC more staying power.</p><p></p><p>It also resolve the question of HP-as-Meat vs HP-as-luck. HP is your stamina/endurance/willpower etc, Vitality is your meat. You can also create 4e-style Minions by using a normal monster, but giving it only 1 Vitality point. </p><p></p><p>Here's the rule:</p><p>''Each character has a pool of vitality in addition to hit points. A character's maximum vitality equals the character's Constitution score. Whenever a character takes 10 or more damage from an attack or effect, the character loses vitality. A character loses 1 vitality (rounded down) for every 10 points of damage dealt by an attack or effect.</p><p></p><p>If a character suffers a critical hit, double the vitality lost, so that the character loses 2 vitality for every 10 points of damage. If a critical hit deals less than 10 damage, it still reduces vitality by 1.</p><p></p><p><s>Losing vitality causes a character's hit point maximum to drop. Calculate the character's current maximum using vitality instead of Constitution. Thus, as vitality drops, a character's Constitution modifier for determining hit points also drops.</s></p><p></p><p>A character reduced to 0 vitality is immediately reduced to 0 hit points. If a character is reduced to 0 hit points but his or her vitality remains above 0, any additional damage is applied instead to the character's vitality. A character is not unconscious until both hit points and vitality reach 0.</p><p></p><p>Completing a long rest increases a character's vitality by 1 + the character's Constitution modifier, up to the character's maximum vitality. Effects that restore hit points have no effect on vitality. However, a character with maximum hit points who receives healing instead restores 1 vitality for every 10 points of healing.''</p><p></p><p>Then I use the principle of ''Health (is this case hp) is Everything'' stolen from Fantasy Age campaign builder guide: Since hp now represent the characters will to go on, you can now deal Hp damage from sources that would normally only affect the character drive: failed skill challenges (remember, in 4e they drained HS), smoke inhalation, diseases, lack of sleep, sanity threatening sights, heart corrupting situations etc. No longer need for other subsystems since it now has only one effect: damage the characters endurance (hp).</p><p></p><p>On the other hand, poison could always deal at least 1 point of vitality damage on a hit/failed save, even if the damage isnt enough.</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 7879335, member: 6871653"] I will start using the Vitality option as seen in an old UA (without the thing were your must recalculate you HP max everytime you lose vitality). Since there is no way to improve your Vitality maximum other than raising Con, even with 100000 HP, higher CR monsters can still threaten character more easily by depleting both resources at the same time. It also gives low level PC more staying power. It also resolve the question of HP-as-Meat vs HP-as-luck. HP is your stamina/endurance/willpower etc, Vitality is your meat. You can also create 4e-style Minions by using a normal monster, but giving it only 1 Vitality point. Here's the rule: ''Each character has a pool of vitality in addition to hit points. A character's maximum vitality equals the character's Constitution score. Whenever a character takes 10 or more damage from an attack or effect, the character loses vitality. A character loses 1 vitality (rounded down) for every 10 points of damage dealt by an attack or effect. If a character suffers a critical hit, double the vitality lost, so that the character loses 2 vitality for every 10 points of damage. If a critical hit deals less than 10 damage, it still reduces vitality by 1. [S]Losing vitality causes a character's hit point maximum to drop. Calculate the character's current maximum using vitality instead of Constitution. Thus, as vitality drops, a character's Constitution modifier for determining hit points also drops.[/S] A character reduced to 0 vitality is immediately reduced to 0 hit points. If a character is reduced to 0 hit points but his or her vitality remains above 0, any additional damage is applied instead to the character's vitality. A character is not unconscious until both hit points and vitality reach 0. Completing a long rest increases a character's vitality by 1 + the character's Constitution modifier, up to the character's maximum vitality. Effects that restore hit points have no effect on vitality. However, a character with maximum hit points who receives healing instead restores 1 vitality for every 10 points of healing.'' Then I use the principle of ''Health (is this case hp) is Everything'' stolen from Fantasy Age campaign builder guide: Since hp now represent the characters will to go on, you can now deal Hp damage from sources that would normally only affect the character drive: failed skill challenges (remember, in 4e they drained HS), smoke inhalation, diseases, lack of sleep, sanity threatening sights, heart corrupting situations etc. No longer need for other subsystems since it now has only one effect: damage the characters endurance (hp). On the other hand, poison could always deal at least 1 point of vitality damage on a hit/failed save, even if the damage isnt enough. [/QUOTE]
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Those who come from earlier editions, why are you okay with 5E healing (or are you)?
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