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5 months ago ::
Dec 18, 2012 - 7:23PM
#11
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Date Joined:
Jan 10, 2012
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Hit Dice are the number of dice (d8) you roll to determine monster HP....oh wait... I'm still confused...
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5 months ago ::
Dec 18, 2012 - 7:38PM
#12
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Date Joined:
May 25, 2009
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Hit Dice are the number of dice (d8) you roll to determine monster HP....oh wait... I'm still confused...
Hehe. It makes me feel a little better that I am not the only one who is confused here.
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5 months ago ::
Dec 18, 2012 - 7:45PM
#13
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Date Joined:
May 25, 2009
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Unlimited surges if you have unlimited time. Your HDs per day are equal to your level. That's roughly equivalent to having 2-4 of 4e's surges per day (assuming no Con bonus).
Not trying to be niggling here, I just want to make sure we are on the same page.
So, basically if you have a D6 (wizard) as your HD, you can spend 10 minutes (and one use of a Healer's Kit) to heal 1d6HP. Spending an hour resting you could heal 6d6 Hit Points which should heal just about any level 5 wizard fully?
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5 months ago ::
Dec 18, 2012 - 7:51PM
#14
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Unlimited surges if you have unlimited time. Your HDs per day are equal to your level. That's roughly equivalent to having 2-4 of 4e's surges per day (assuming no Con bonus).
Not trying to be niggling here, I just want to make sure we are on the same page.
So, basically if you have a D6 (wizard) as your HD, you can spend 10 minutes (and one use of a Healer's Kit) to heal 1d6HP. Spending an hour resting you could heal 6d6 Hit Points which should heal just about any level 5 wizard fully?
A level 5 wizard only has 5 HDs for the day (all level 5 characters have 5 HDs for the day), and could thus only heal a max of 5d6 HPs. You could spend all 5 at once, or spend some then spend the others later. You regain all of your HDs after a long rest.
Why Mechanics-Alignment Integration is Bad
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so why even play a fighter if you can play the paladin the exact same way behaviorally and get added power to boot. "Paladin" is about accepting better game-enhancing mechanics at the price of more rigid in game behavior.
Really? So it goes something like this?
Fighter: "I want to be a paladin." NPC: "Really?" Fighter: "Yes." NPC: "Very well." Starts reading from a holy book while still in-character "Do you accept having to choose and stick to the lawful good alignment, eventhough neither of us actually knows that it exists or what it is?" Fighter: "I do." NPC: "Do you reject good game balance because you accidentally rolled a high Charisma?" Fighter: "What?" NPC: "I don't know what it means either." Fighter: "Oh. Umm, ok I do." NPC: "In the name of all that is metagamey and broken, accept these better game enhancing mechanics." Fighter: "These what?" NPC: "Just get out there and try to fulfill a million different people's notion of good while not violating and part of any of them."
taking an argument too far
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So the system is designed such that every single hit needs to be described to avoid confusion? Here's a scenario. The players are nudists, everybody in the world are nudists, it's not weird, it's totally normal in this land. They are naked and they fight drakes taking damage throughout, but healing up with surges. Later they meet the guy who raised the drakes.
Part 1: I didn't describe any of the hits. What does he see?
Part 2: Lets say I described the drakes as biting the players, yet they healed up. What does he see?
Fencing & Swashbuckling as Armor.
D20 Modern Toon PC Race.
Mecha Pilot's Skill Challenge Emporium.
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5 months ago ::
Dec 18, 2012 - 7:53PM
#15
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Date Joined:
May 27, 2012
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So, basically if you have a D6 (wizard) as your HD, you can spend 10 minutes (and one use of a Healer's Kit) to heal 1d6HP. Spending an hour resting you could heal 6d6 Hit Points which should heal just about any level 5 wizard fully?
If you have a level 6 wizard, then you have six Hit Dice per day and the size of each Hit Die is a D6.
When you spend 10 minutes to use a healer's kit, you can spend any of your remaining Hit Dice for that day to heal 1d6 per Hit Die that you spend. If you've been beaten to a bloody pulp, and you only have one use left in your healer's kit, then maybe you want to spend all six of your Hit Dice at once to heal 6d6 HP. If you're barely injured, down maybe 5 HP of your total 30 HP, then maybe you only want to spend 1 Hit Die to heal 1d6 HP.
In any case, once you spend a Hit Die to heal, it's gone for the day. The only way to recover spent Hit Dice is with a long rest.
The metagame is not the game.
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5 months ago ::
Dec 19, 2012 - 1:52AM
#16
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Date Joined:
May 25, 2009
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All right. Those last two post clear it up. Thank you for being patient. It was not clicking (even though it is now very clear).
"During a rest, you can spend one use of the healer’s kit to allow up to ten characters under your care to spend any number of their Hit Dice."
I was reading that to mean that 1 use of a kit = a free roll of the dice (which wouold be basically unlimited healing). Now that I look at it again, I see that it specifically says spend a surge.
So if you have no urges a use of the Healer's Kit will heal nothing, and you are SOL.
That raises another question though. Now you can drink unlimited potions of healing? (If you have the gp to fund them)
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5 months ago ::
Dec 19, 2012 - 6:08AM
#17
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Date Joined:
Jul 27, 2009
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That raises another question though. Now you can drink unlimited potions of healing? (If you have the gp to fund them)
Yes. In fact, previous packets had a Healer specialty that allowed players to create max-effect healing potions cheap. Which, I suspect, would have led to the traditional 3E sheaf of CLW wands being replaced by Camelbaks full of healing potion.
In the current packet, it's been replaced by the Mystical Healer specialty, which allows you to cast some healing spells daily.
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5 months ago ::
Dec 19, 2012 - 6:38AM
#18
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Date Joined:
Dec 21, 2007
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"Hit dice" is a really, really stupid name that means "healing surges." (The name itself comes from 3rd Ed., where it also made no sense.) They work exactly like healing surges in every way, except you get a random amount of healing (which is bad) instead of a static amount (which is much better). We have houseruled them to be a static amount of healing (the average of your roll). (We also call them healing surges.)
The trick, as you've noted, is that technically you're supposed to use a healer's kit to be able to use them. We've never done this.
Also, healing potions cost the in-game equivalent of buying a new car, and should be much cheaper (maybe 1 gold or so).
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5 months ago ::
Dec 19, 2012 - 7:31AM
#19
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Date Joined:
Jan 10, 2012
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"Hit dice" is a really, really stupid name that means "healing surges." (The name itself comes from 3rd Ed., where it also made no sense.) They work exactly like healing surges in every way, except you get a random amount of healing (which is bad) instead of a static amount (which is much better). We have houseruled them to be a static amount of healing (the average of your roll). (We also call them healing surges.)
The trick, as you've noted, is that technically you're supposed to use a healer's kit to be able to use them. We've never done this.
Also, healing potions cost the in-game equivalent of buying a new car, and should be much cheaper (maybe 1 gold or so).
No, hit dice originates from AD&D. It's a stupid name that is only creates confusion. As an old school gamer I often get the term confused.
Regardless, I really don't like surges/hit dice and I won't be including them in my games.
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5 months ago ::
Dec 19, 2012 - 8:27AM
#20
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Date Joined:
Dec 21, 2007
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Thanks for the correction - I didn't realize this stupid term was that old! Wow, that's 30+ years of a confusing name that doesn't mean anything!
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