Cheiromancer
Adventurer
I'm thinking of a campaign in which most characters get fast healing. Here's my thinking:
The warlock class proposed a different model of magic use; a spellcaster who doesn't run out of spells. The problem with the class is that it is tied down by the weaknesses of other characters in the party. When the cleric runs out of spells, everyone has to rest, because it is dangerous to go on without healing. The Dragon Shaman's (PHB II) aura of vitality helps, but not quite enough; going around at half hit points is too dangerous. And it's really not that popular a class.
One possibility is simply to ensure that wands of CLW are extremely plentiful, at least past the first few levels (at low levels these wands are too expensive to be realistic). But I figure that if I am going to allow characters to completely heal up between encounters, why not just give them fast healing? The fighting classes should get more fast healing than the spellcasters or skill users, I think. And normal people (commoners and low level NPC classes) shouldn't be especially hardy; this feature would mostly be for adventurers.
Anyway I was thinking of something like this:
1. All characters have fast healing equal to half their base Fort save (round down). Only count Fort saves due to class levels. NPC classes (warrior, adept, commoner, etc.) provide 1 point less of fast healing than would otherwise be the case (to a minimum of zero).
2. This fast healing does not function if you are below half your usual hit points.
3. Clerics and Druids get poor Fort saves in this system.
Examples:
1. Example: A fighter 1 has fast healing 1 (half of a +2 base fort save). This increases to fast healing 3 at level 8, and fast healing 6 at level 20. A warrior 3 doesn't have fast healing at all, but a warrior 4 does.
2. A fighter 1 with Con 16 has 13 hit points. He has fast healing 1 until he has 6 hit points or less. He can fight numerous low level opponents without fear- unless a lucky critical or a few bad rolls drops him too low. At 10th level this same fighter has 116 hit points; provided he stays above 57 hit points, he will have fast healing 3.
Reasoning:
I don't want to make the healing ability of clerics, paladins, druids, etc. completely useless. And so at low levels I deny fast healing to some classes, and I try to make it so that a bit of healing will be useful at any time (i.e. when a character drops below half, and/or when combat is especially fierce). As mentioned above, it is much like a campaign where wands of CLW are ubiquitous; there is no problem healing up between encounters, but healing is still useful within a combat, especially when there is a lot of damage floating around.
I think the automatic healing makes clerics and druids more powerful. They don't have to spend as much of their spells on healing, and so they should be reduced a bit in strength as a consequence. Dropping their Fort saves seems fair; it also reduces their fast healing according to these rules.
A mid to high level party of warlocks and warriors should be able to adventure much longer than standard characters. Spellcasters with reserve feats could be along too- they are especially useful when utility spells are needed, or the "big guns" have to be broken out.
Probably you'd have to give less experience in this system, since they'd be able to handle more encounters. Maybe a flat deduction of a standard encounter's worth of xp each day (to a minimum of 0). So if they rest after 1 encounter, they get nothing. 2 encounters work out to essentially 1/2 xp, and so on. Anything to discourage the "adventurer's day" when 1/2 an hour of adventuring is followed by 23 and 1/2 hours of rest.
I haven't thought about this for very long, so there are probably big problems with it.
Comments welcome.
The warlock class proposed a different model of magic use; a spellcaster who doesn't run out of spells. The problem with the class is that it is tied down by the weaknesses of other characters in the party. When the cleric runs out of spells, everyone has to rest, because it is dangerous to go on without healing. The Dragon Shaman's (PHB II) aura of vitality helps, but not quite enough; going around at half hit points is too dangerous. And it's really not that popular a class.
One possibility is simply to ensure that wands of CLW are extremely plentiful, at least past the first few levels (at low levels these wands are too expensive to be realistic). But I figure that if I am going to allow characters to completely heal up between encounters, why not just give them fast healing? The fighting classes should get more fast healing than the spellcasters or skill users, I think. And normal people (commoners and low level NPC classes) shouldn't be especially hardy; this feature would mostly be for adventurers.
Anyway I was thinking of something like this:
1. All characters have fast healing equal to half their base Fort save (round down). Only count Fort saves due to class levels. NPC classes (warrior, adept, commoner, etc.) provide 1 point less of fast healing than would otherwise be the case (to a minimum of zero).
2. This fast healing does not function if you are below half your usual hit points.
3. Clerics and Druids get poor Fort saves in this system.
Examples:
1. Example: A fighter 1 has fast healing 1 (half of a +2 base fort save). This increases to fast healing 3 at level 8, and fast healing 6 at level 20. A warrior 3 doesn't have fast healing at all, but a warrior 4 does.
2. A fighter 1 with Con 16 has 13 hit points. He has fast healing 1 until he has 6 hit points or less. He can fight numerous low level opponents without fear- unless a lucky critical or a few bad rolls drops him too low. At 10th level this same fighter has 116 hit points; provided he stays above 57 hit points, he will have fast healing 3.
Reasoning:
I don't want to make the healing ability of clerics, paladins, druids, etc. completely useless. And so at low levels I deny fast healing to some classes, and I try to make it so that a bit of healing will be useful at any time (i.e. when a character drops below half, and/or when combat is especially fierce). As mentioned above, it is much like a campaign where wands of CLW are ubiquitous; there is no problem healing up between encounters, but healing is still useful within a combat, especially when there is a lot of damage floating around.
I think the automatic healing makes clerics and druids more powerful. They don't have to spend as much of their spells on healing, and so they should be reduced a bit in strength as a consequence. Dropping their Fort saves seems fair; it also reduces their fast healing according to these rules.
A mid to high level party of warlocks and warriors should be able to adventure much longer than standard characters. Spellcasters with reserve feats could be along too- they are especially useful when utility spells are needed, or the "big guns" have to be broken out.
Probably you'd have to give less experience in this system, since they'd be able to handle more encounters. Maybe a flat deduction of a standard encounter's worth of xp each day (to a minimum of 0). So if they rest after 1 encounter, they get nothing. 2 encounters work out to essentially 1/2 xp, and so on. Anything to discourage the "adventurer's day" when 1/2 an hour of adventuring is followed by 23 and 1/2 hours of rest.
I haven't thought about this for very long, so there are probably big problems with it.
Comments welcome.