Tarrasque Wrangler said:
I am not going to sit there and count off minutes since the last fight so everybody can get hit points back for no visible reason.
I don't mind the "no visible reason" aspect, because hit points don't necessarily reflect "visible" injuries in the first place. Having a reserve is better than having to "heal" near misses, loss of momentum and
esprit, etc. If you're going to use an ablative score (a "resource") for something that's not particularly ablative (ability to avoid a telling blow), some "wonkiness" has to enter the system.
I agree with your "counting off minutes" complaint though. Waiting for the power bar to recharge, minute by minute, is pretty silly. I think it would work better to run the reserve off "cinematic" time: After each fight, you get one reserve hit die back. If you take time to bandage wounds, you get a second hit die back. If you rest all day, you get a third hit die back.
I would much rather:
A: Increase hit dice size, ie how Arcana Unearthed uses D6 as the baseline.
The goal is to allow the heroes to fight and win multiple close fights in a row. Simply increasing the heroes' hit points makes them tougher; it's not much better than reducing all the challenges along the way. Increasing
everyone's hit points -- heroes and monsters -- of course, is no improvement at all; you're back where you started.
Again, if you rely on an ablative score for survivability, you have to replenish it after most fights -- and relying on super-high starting scores is what gives us heroes jumping off cliffs,
knowing they can't be seriously hurt, etc.
B: See more ways to do low-power cleric-type healing with Alchemy or a Heal check. Where are the folk remedies, or the old wise woman of the village who doesn't have real magic, just a knack with herbs?
I'd like to see that too. Of course, it ties in nicely with reserves. Perhaps most "healing" just transfers reserves to active hit points. And perhaps a rousing prayer (
cure light wounds) doesn't heal at all, but it does boost reserves.
C: Some kind of "drama point" mechanic whereby low-level characters can dodge deaths from those random crits kobolds deal out. Maybe once per session, you can convert a crit on yourself into a normal hit, or an attack that would take you to less than 0 hp instead takes you to 1 and knocks you out for the rest of the battle. That's just off the top of my head, and should in no way be construed as a well-thought out idea.
Drama points can easily replace hit points. In fact, if you don't want to change the mechanics much, you can redefine hit points to
be drama points:
"The orc hits you for eight points of damage."
"I'll use eight drama points to have the axe just graze me."