Likes:
1. Healing scales with base hit points.
I LOVE THIS. It fixes the problem of high hit point characters sucking down your healing. And it makes fragile characters actually fragile- if you spend your healing spell giving 15 hit points to the wizard, he's just going to lose them again if you don't get him out of the line of fire. But if you give the same spell to the fighter and grant him 25 hit points, between the higher number and his superior defenses, you've solidly reinforced your team.
3. Healers need not sacrifice attacks.
This one is less important to me, but its important. Standing in one place and healing is boring. There needs to be something else going on. Attacking is one possibility. It isn't the only possibility, mind you. If healing spells had riders that were as important or more important than the hit points they granted, that would do it too. Like one spell gives an armor bonus, another teleports the target next to you, etc. But as it stands, this is better than the old school version of running from fallen ally to fallen ally, putting them back on their feet while taking opportunity attacks. I did that for 8 levels in 3e. It got... old. I eventually learned about the wonders of the Spiritual Weapon spell, and got to attack AND heal. Improved things a lot.
4. Common rest cycle for hit points, spells, and abilities.
No real reason not to have this. I'm not sure what's added by having a variety of rest cycles.
6. All PCs can restore their own hit points.
I wouldn't like it if all PCs could massively restore their own hit points, but Second Wind is a small, useful little extra. Its like when you have a big chore you need to get done, and you don't really want to do it, and you've been putting it off, and then you find out that your spouse did half of it for you just to be nice.
Dislikes:
2: Soft cap on hit points healed per day.
I guess people need it for realism but it never felt like it made things that much more interesting.
4. Non-magical hit point recovery.
I'm ok with this in limited quantities. And its not really that big of a dislike. But... I wouldn't have minded if the warlord's healing had been in the form of temporary hit points. It would have been an interesting twist, and still have gotten you where you wanted to go as long as you were smart about it. Which is the warlord's job, right?
1. Healing scales with base hit points.
I LOVE THIS. It fixes the problem of high hit point characters sucking down your healing. And it makes fragile characters actually fragile- if you spend your healing spell giving 15 hit points to the wizard, he's just going to lose them again if you don't get him out of the line of fire. But if you give the same spell to the fighter and grant him 25 hit points, between the higher number and his superior defenses, you've solidly reinforced your team.
3. Healers need not sacrifice attacks.
This one is less important to me, but its important. Standing in one place and healing is boring. There needs to be something else going on. Attacking is one possibility. It isn't the only possibility, mind you. If healing spells had riders that were as important or more important than the hit points they granted, that would do it too. Like one spell gives an armor bonus, another teleports the target next to you, etc. But as it stands, this is better than the old school version of running from fallen ally to fallen ally, putting them back on their feet while taking opportunity attacks. I did that for 8 levels in 3e. It got... old. I eventually learned about the wonders of the Spiritual Weapon spell, and got to attack AND heal. Improved things a lot.
4. Common rest cycle for hit points, spells, and abilities.
No real reason not to have this. I'm not sure what's added by having a variety of rest cycles.
6. All PCs can restore their own hit points.
I wouldn't like it if all PCs could massively restore their own hit points, but Second Wind is a small, useful little extra. Its like when you have a big chore you need to get done, and you don't really want to do it, and you've been putting it off, and then you find out that your spouse did half of it for you just to be nice.
Dislikes:
2: Soft cap on hit points healed per day.
I guess people need it for realism but it never felt like it made things that much more interesting.
4. Non-magical hit point recovery.
I'm ok with this in limited quantities. And its not really that big of a dislike. But... I wouldn't have minded if the warlord's healing had been in the form of temporary hit points. It would have been an interesting twist, and still have gotten you where you wanted to go as long as you were smart about it. Which is the warlord's job, right?