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| Card_Wizard10-20-05, 10:48 PM | Hello. After reading the thread about divine characters being way more uber then theri non divine counter parts it got me to thinking, would they perhaps get toned down if the whole need to be a walking bandaid wasn't so prenevalent? Here's a few ideas I've been kicking around that could perhaps allow DMs to have a reason to give the divine characters a little figurative falling from grace if you will. Fighter: I like the reserve point system for fighters, it seems to make a lot of sense. Their bodies are trained and buff from years of martial experience (or weeks of INTENSE martial experience, if the character is young) so they should simply be able to recover at a faster rate physically. If you're not using it in your game as a whole, consider giving characters with fighter levels reserve points based off how many they got (I forget the exact formula, bare with me) and if you are, give fighters more. This system could also stretch out to other classes with full BAB, unless they have magical powers (the time spent training the magic isn't spent training the body to that peek the physical classes do ya see) Barbarian: Reserve points work, but I was thinking of a more tribal approach to restoration. I see barbarians as tribal warriors who fight with the spirit of an animal or their people behind them (Thank you Diablo 2 and Warcraft 3 :P ). I also believe that they believe the old adage about eating the fallent to gain their power. As a 30 minute ritual (or less, depending on how much the DM doesn't mind breaking down gameplay), a Barbarian can prepare the corpse of a slain foe in such a way that it provides a restoritive effect for those who consume it. Assuming the corpse does not contain a disease (which automatically makes this ritual useless, although you don't know until you eat) you would regain (The slain target's level or total HD)d8 HP. Some rules to include about this would include; No cannabilsim (which for good parties, usually means no eating humanoids, monsterous would be border line okay/not okay, depending on the situation.), No eating creatures of your alignment (although that might not be a proper considering you just slayed them...) No eating another's kill (You gotta earn your meal), No using magic for the kill (Magic weapons would be good, but a Barb1/Wiz 19 couldn't just meteor swarm a big beastie for an hp restoring meal), No eating undead/constructs/same alignment outsiders/elementals (I mean, who's ever heard of a bucket of deep fried earth elemental?) This ability would probably be lost if you became a lawful barb in similar veins to why a lawful man can't rage. And I'm debating weather of not a team could 'share' the meal at reduced benefit to each member involved. Rogue: I'm definatly thinking some kind of psuedo modern medicene angle going here. A rogue tinkers with the mechanics of the machines in traps and locks, why not the marvelous machinery that is the human(oid) body? A Rogue with heal could perform minor surgery/first aid in a more advanced manner then other classes. Given a generous amount of time, supplies, and luck, they could remove afflictions and patch up wounds. Although the results could be less then optimal if the Rogue is a touch...flighty with his movements. Think what they did in the medival ages to cure afflictions, with a bit more of an enlightened view thanks in part to the raised technology level from magic. Although I must admit, this is a little flimsey of an idea, but I never said it wasn't. Monk: Monks do have some self healing, but it comes late game and isn't THAT potent. I'm looking for a more permenant answer to the old arrow wound (as well as sword wound, axe wound, and net wound [how'd that happen o.O]) problem. With a concentration check and succifent time (say, a minute for each HP wished to be healed + proper time to get into the mode and out of it again) a monk could simply will away their wounds by act of...will. Not only does this variant explain how monks survive to get to high level all on their lonesome in their monestaries, but it makes a use for their concentration skill :D Just gimme a shout and a thought as payment for reading mah work, or hell, charge me for wasting your time with your critisism and proof of this being needlessly useless in the current system. :D Your choice |
| Dark Watcher10-21-05, 07:47 AM | I'm not too sure how much it would upset game balance, but I don't personally see a reason not to give arcane casters access to healing spells (including the inflict line) -- bards already get curative spells. Of course I doubt they'd get them at levels of the cleric, perhaps staggered at some levels, similar to a druid, perhaps a little worse. You may also consider reducing the power of the Heal and Harm spells -- instead heal cures 1d8 hp for every caster level, +1 point per caster level ... you can also do the reverse for Harm (damage instead of healing). Consider capping the dice at anywhere between 10-15 and the + at 20 (the more classes you give heal to I suggest dropping it towards the lower end). This way there won't be so much HP thrown around by several people at once from a Heal spell, and Harm isn't such a destructive spell that wizards will use it non-stop. You might also create non-magical "healing kits" similar to Neverwinter Nights -- your result on your Heal check determines how many HP are healed. Though I'd make this a one/day thing, else it's open for lots of abuse (meaning a character can only be healed by a "healing kit" once a day). Just some thoughts. Even if you spread out the ability to heal among several classes, people will still look to good/neutral clerics (or perhaps even evil ones) for their healing. They're the best and it's relatively free. |