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10 months ago ::
Aug 10, 2012 - 7:35AM
#91
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Date Joined:
Feb 28, 2012
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I was noting the compete emphasis of the modularity being on the amount and control of Hit Dice
What if whenever you rolled Hit Dice you re-rolled all ones? What would happen if you added one half level to Hit Dice healing? will Hit Dice scale with Level?
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10 months ago ::
Aug 10, 2012 - 7:52AM
#92
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Date Joined:
Nov 21, 2009
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Looking at this topic, there seems to be three break points. First, the difference between HP (as we more-or-less know it) and a system which separates health into two categories (vitality/luck/skill/divine favor in one and physical injury or wounds in the other). Second, the difference between magical healing and mundane healing. Third, the difference between in-combat and out-of-combat opportunities to heal.
The first point involves completely revamping the way damage is dealt, tracked, and recovered. It is an in-depth revision of a lot of rules and belongs in a separate module.
The second point has more to do with class capabilities (i.e., cleric vs. warlord) and can best be controlled by which classes are usable at a given table.
The third point is actually a series of dials or sliders that govern the rate of recovery in different circumstances.
The core rules will include the HP system as we more or less know it.
The core rules will include classes with different types of healing.
The core rules will include options for adjusting healing rates.
Where do we want to focus our energies in this thread?
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10 months ago ::
Aug 10, 2012 - 9:31AM
#93
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Date Joined:
Nov 22, 2007
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Gilbert the last question is a great one.
Not preferring a separate wound system (unless you count having optional crit charts) I'd say the other two areas.
To me the last is most important but I'd like to see it also handle the second point on the same dial.
Brave Knights of W.T.F. Gryphon Helm Winner.
Edition wars kill players, this will kill Dungeons and Dragons.
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10 months ago ::
Aug 10, 2012 - 4:09PM
#94
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The second point has more to do with class capabilities (i.e., cleric vs. warlord).
I think this is an important point. I'm worried about the cleric as a vancian caster. I'd played clerics a lot in 2e and 3e and the problem you always ran into was that you had all these very cool spells but didn't get to use them because you had to heal everyone. In 2e you had to heal just to keep the game going. In 3e you had a lot of cheap healing after the fight but keeping allies up in combat you still had to heal them. What made that suck was the crazy 'optimized' builds the 'glass cannons' with no CON who would charge in do upteenmillion damage to a monster that only hand umpteenhundred hit points, and then get dropped by goblin tossing a rock . not litteraly but you get the idea. You had to run after them and heal them and there went your move and your spells.
4e was a big improvement. Your healing was separate from your other spells and only cost you a minor and had range. If someone really does want to play a glass cannon they can. and you can pick up the pieces while still getting to play, yourself.
5e needs to hold onto that. When a Cleric heals he doesn't use up a spell and can still do something else, including some other spell or major thing, not just a basic attack.
The warlord porobably isn't going to have powers anymore so his healing could work like the Healing Word spell in the playtest. Heal but still basic attack and whatever thing he gets on an attack to make up for lacking powers he could still get.
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10 months ago ::
Aug 10, 2012 - 4:53PM
#95
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Date Joined:
Nov 22, 2007
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They have mentioned letting the Cleric heal through Channel Divinity for the upcoming packet.
Brave Knights of W.T.F. Gryphon Helm Winner.
Edition wars kill players, this will kill Dungeons and Dragons.
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10 months ago ::
Aug 10, 2012 - 5:09PM
#96
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Date Joined:
Jun 22, 2010
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I view hit points as an abstract value of damage, luck and other attributes assigned to surviving in combat. With that stated I would like two dials associated with healing that can be adjusted.
1. Randomness versus Reliability
2. Recovery
I would like the first to be addressed as healing is random in combat, just like damage, but becomes more reliable outside of combat (bigger bonuses or max heal), so it does not bog down the story. This can be adjusted inside of combat or outside to slow or quicken the pace.
The second items would be addressed by using a resource like healing surges in 4E, or hit dice in 5E, as either would be recovered over a period of time. You can make it once a day, every 2 hours, or after each combat. The DM or world can define the recovery rate.
The combination of both would effect the grittiness of the campaign, while still keeping the rules toward the simple versus complex when you consider splitting up hit points into different values or pools.
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10 months ago ::
Aug 11, 2012 - 5:27PM
#97
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Date Joined:
Sep 26, 2001
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I would like the first to be addressed as healing is random in combat, just like damage, but becomes more reliable outside of combat (bigger bonuses or max heal), so it does not bog down the story.
Nod. In combat, randomness adds to drama, out of combat it adds to bookkeeping.
The second items would be addressed by using a resource like healing surges in 4E, or hit dice in 5E, as either would be recovered over a period of time. You can make it once a day, every 2 hours, or after each combat. The DM or world can define the recovery rate. Such a 'dial' would allow for any campaign to be run at a given pacing. It might not help a DM that wants an extremely varied pacing over the course of his campaign, though an 'off the dial,' recover-per-chapter/story could. Another point is that a 'resource like healing surges' is very different from a resource like HD. HD, as presented, don't provide enough healing to keep a party going very long, and magical healing has to do a lot of the heavy lifting, bringing back the unfortunate 'band aid' healer role.
Love 4e? Concerned about its future? Join the Old Guard of 4e"You want The Tooth? You can't handle The Tooth!" - Dahlver-Nar. "If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly" - E. Gary Gygax
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10 months ago ::
Aug 11, 2012 - 5:30PM
#98
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Date Joined:
Jun 22, 2010
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I agree on the HD perspective, but I would be shot if I stated keep healing surges in 5E. So a compromise is needed somewhere.
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10 months ago ::
Aug 11, 2012 - 5:55PM
#99
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Date Joined:
Sep 26, 2001
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I agree on the HD perspective, but I would be shot if I stated keep healing surges in 5E. So a compromise is needed somewhere.
Let me catch that for you.
We should definitely have the modular system designed so that Hit Dice can be made over into 4e-style healing surges with the right options chosen. The key differences are that healing surges are proportional to the PCs total HPs, so spending 4 always heals you up completely, for instance, and that the majority of healing depends upon them (freeing Clerics and the like from blowing dailies on healing).
Options that allowed or required:
- Having more HD based on class or high CON.
- Allowing HD to be spent instead of expending a daily healing spell (or other daily healing ability) - if HD are spent, the power comes back after the next short rest; no HD, it's expended normally.
- Having a maximum number of HD that can be spent based on any one healing effect.
- Having a minimum number of HD that must be spent when you're healed.
- Having HD heal a fixed number (average or max might be optins) of hps instead of being rolled.
Might be combined in just the right way to get the full functionality and impact of healing surges back.
Love 4e? Concerned about its future? Join the Old Guard of 4e"You want The Tooth? You can't handle The Tooth!" - Dahlver-Nar. "If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly" - E. Gary Gygax
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