Li Shenron
Legend
Design targets
- make it possible for the PC to fight a series of challenging battles without being forced to stop and rest often
- have the PC "at near-max capability" (with a reasonable margin, and not necessarily always) before the next fight, as to be able to face an escalation in the CR of the opponents without being too much decreased in capabilities after every battle
- reduce the lethality of combat, to compensate for having more combats than before in the average adventuring day
- these house rules must be integrated to 3.0 core ruleset
- house rules must be as simple as possible!
Starting problems of the core rules
- each fight reduces HP, and healing is limited daily -> need for resting
- each fight reduces resources (spells) -> need for resting
- CRITICAL ITEM: daily limitation of spells is a fundamental balance device for spellcasters vs others; the more this is altered, the harder to keep the game balanced -> avoid extreme house rules (such as completely recharge spells after each battle, which will make spellcasters largely dominate the game)
Preliminary ideas
- complete recharge of HP after each battle: requires re-envisioning the meaning of HP (follow the 4e idea)
- another penalty system should be used together with HP, so that it isn't completely guaranteed to start each battle "fresh": there should be an intermediate situation between being "fresh" and "dead"
- partial/limited recharge of spells after each battle: the spellcaster should be able to sustain more battles than before in a day, but still needs to "think" before casting
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Here are some brainstorming ideas to get closer to the previous requirements.
Simplified Vitality/Wound points
This is based on the V/WP house rules in Unearthed Arcana, but trying to remove anything that isn't strictly necessary.
- Vitality points work exactly like HP, except that "damage taken" means anything non-lethal and non-permanent, including for instance being tired, worn-out, demoralized etc by the battle, and including physical injuries as long as they aren't debilitating. The term "HP" will still be used instead of "VP".
- When dropped down to 0 or less, the character becomes DISABLED: can take only partial actions, and if it's a strenuous action 1 HP more is lost (this is like normal rules, except you don't drop unconscious by doing so)
- When disabled, and only when disabled, each attack or spell that deals damage instead triggers a Fort save (DC = damage dealt); failure results in ability damage (to a random ability score) equal to 1 point each 5 points of damage taken (round up)
Recharging while resting
- when a character is resting, she recharges 10% of her HP every minute (if disabled, she also needs to recharge the negative HP)
- spells recharge is TBD
- resting allows you to only move half speed each round and do minor things
- resting doesn't recharge ability damage
Natural healing
- works as normal, except that it is obviously irrelevant to HP
- make it possible for the PC to fight a series of challenging battles without being forced to stop and rest often
- have the PC "at near-max capability" (with a reasonable margin, and not necessarily always) before the next fight, as to be able to face an escalation in the CR of the opponents without being too much decreased in capabilities after every battle
- reduce the lethality of combat, to compensate for having more combats than before in the average adventuring day
- these house rules must be integrated to 3.0 core ruleset
- house rules must be as simple as possible!
Starting problems of the core rules
- each fight reduces HP, and healing is limited daily -> need for resting
- each fight reduces resources (spells) -> need for resting
- CRITICAL ITEM: daily limitation of spells is a fundamental balance device for spellcasters vs others; the more this is altered, the harder to keep the game balanced -> avoid extreme house rules (such as completely recharge spells after each battle, which will make spellcasters largely dominate the game)
Preliminary ideas
- complete recharge of HP after each battle: requires re-envisioning the meaning of HP (follow the 4e idea)
- another penalty system should be used together with HP, so that it isn't completely guaranteed to start each battle "fresh": there should be an intermediate situation between being "fresh" and "dead"
- partial/limited recharge of spells after each battle: the spellcaster should be able to sustain more battles than before in a day, but still needs to "think" before casting
------------------------------------------------------------------------------------------------------------------------
Here are some brainstorming ideas to get closer to the previous requirements.
Simplified Vitality/Wound points
This is based on the V/WP house rules in Unearthed Arcana, but trying to remove anything that isn't strictly necessary.
- Vitality points work exactly like HP, except that "damage taken" means anything non-lethal and non-permanent, including for instance being tired, worn-out, demoralized etc by the battle, and including physical injuries as long as they aren't debilitating. The term "HP" will still be used instead of "VP".
- When dropped down to 0 or less, the character becomes DISABLED: can take only partial actions, and if it's a strenuous action 1 HP more is lost (this is like normal rules, except you don't drop unconscious by doing so)
- When disabled, and only when disabled, each attack or spell that deals damage instead triggers a Fort save (DC = damage dealt); failure results in ability damage (to a random ability score) equal to 1 point each 5 points of damage taken (round up)
Recharging while resting
- when a character is resting, she recharges 10% of her HP every minute (if disabled, she also needs to recharge the negative HP)
- spells recharge is TBD
- resting allows you to only move half speed each round and do minor things
- resting doesn't recharge ability damage
Natural healing
- works as normal, except that it is obviously irrelevant to HP