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To Heal or Not to Heal
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<blockquote data-quote="Herremann the Wise" data-source="post: 5875235" data-attributes="member: 11300"><p>You make it sound horrid!<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>While it is certainly not for everyone, having 5 or small boxes on your character sheet with a number in it is not that difficult (relatively speaking). Once a day (at the start of the day) you reduce the number in each box by one. It really is not that hard for players fluent with the current and previous editions.</p><p></p><p>For those who find this too fiddly, you could tone it down by maintaining something similar to healing surges and death saves. Take a critical hit; lose a surge. Take a critical hit or wound when your hps are zero, then you "lose" a death save and are incapacitated. It is all about answering the question: what happens when someone takes a hit when they are spent.</p><p></p><p>Not if you have abilities that can cancel a critical hit. Alternatively, you might start the combat with "hero" points that can be used among other things to cancel criticals and "gain" combat points during a combat by successfully performing special actions that can likewise be used to cancel criticals. Armor (used by those who are going to be criticalled most often) may give a percentage chance to cancel criticals as well as provide DR. A divine blessing may also cancel a critical etc. There are many ways to moderate the frequency of criticals.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5875235, member: 11300"] You make it sound horrid!:D While it is certainly not for everyone, having 5 or small boxes on your character sheet with a number in it is not that difficult (relatively speaking). Once a day (at the start of the day) you reduce the number in each box by one. It really is not that hard for players fluent with the current and previous editions. For those who find this too fiddly, you could tone it down by maintaining something similar to healing surges and death saves. Take a critical hit; lose a surge. Take a critical hit or wound when your hps are zero, then you "lose" a death save and are incapacitated. It is all about answering the question: what happens when someone takes a hit when they are spent. Not if you have abilities that can cancel a critical hit. Alternatively, you might start the combat with "hero" points that can be used among other things to cancel criticals and "gain" combat points during a combat by successfully performing special actions that can likewise be used to cancel criticals. Armor (used by those who are going to be criticalled most often) may give a percentage chance to cancel criticals as well as provide DR. A divine blessing may also cancel a critical etc. There are many ways to moderate the frequency of criticals. Best Regards Herremann the Wise [/QUOTE]
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