Friv
2014-01-29, 04:53 PM
So, I'm mumbling around 3.5 again, and one of those really tiny little things that I usually ignore but kind of bugged me cropped up - namely, that having more HP doesn't help you in the long run, only in the short term. In individual fights it's great, but it means sucking down three times as many potions and monopolizing healing items, or else resting for goddamn ever, or else using cheesy builds to effectively regenerate.
So I figured I'd steal shamelessly from Saga / 4e and put in a rough system for more HP making healing work better on you. I assume that I've missed some fairly critical way that this will shatter the game, so let me know?
Healing Factor
Tougher, more resilient heroes recover their injuries and their morale more quickly, ready to return to battle. To represent this, all characters have a Healing Factor. This is a numerical rating equal to (HP / 5), rounding down to a minimum of 1. For example, a character with 4 HP and a character with 8 HP both have HF 1, while a character with 16 HP has HF 3. Each night of rest, instead of healing (Level) HP, characters heal (HF) HP.
In addition, Cure spells work much more efficiently on resilient characters. Each d8 in a Cure spell or potion is replaced by d4 + HF. So Cure Light Wounds heals 1d4 + HF + (Caster Level, max 5). Cure Medium Wounds heals 2d4 + 2HF + (Caster Level, max 10), and so on. Note that Cure Critical Wounds will almost always heal a creature's entire HP track in one go, which means that Heal is likely not necessary only for HP damage.
So, other than mid-level healing spells being much stronger as the game goes on, what have I just broken? :smalltongue:
So I figured I'd steal shamelessly from Saga / 4e and put in a rough system for more HP making healing work better on you. I assume that I've missed some fairly critical way that this will shatter the game, so let me know?
Healing Factor
Tougher, more resilient heroes recover their injuries and their morale more quickly, ready to return to battle. To represent this, all characters have a Healing Factor. This is a numerical rating equal to (HP / 5), rounding down to a minimum of 1. For example, a character with 4 HP and a character with 8 HP both have HF 1, while a character with 16 HP has HF 3. Each night of rest, instead of healing (Level) HP, characters heal (HF) HP.
In addition, Cure spells work much more efficiently on resilient characters. Each d8 in a Cure spell or potion is replaced by d4 + HF. So Cure Light Wounds heals 1d4 + HF + (Caster Level, max 5). Cure Medium Wounds heals 2d4 + 2HF + (Caster Level, max 10), and so on. Note that Cure Critical Wounds will almost always heal a creature's entire HP track in one go, which means that Heal is likely not necessary only for HP damage.
So, other than mid-level healing spells being much stronger as the game goes on, what have I just broken? :smalltongue: