Need some help with some math

Post/Author/DateTimePost
#1

akaddk

Nov 06, 2014 22:30:56

If you could only ever self-heal 1 HD plus Constitution modifier plus level once per long rest (no healing on short rest), how would that work out mathematically (like, bell curves, averages, all that math kinda stuff) across say the Fighter class over twenty levels? I want to know how screwy that would be or if it would actually work out fairly balanced but I just don't have the brain for that sort of thing.

#2

cowleymen

Nov 06, 2014 22:35:35

Do you mean with magical healing? Healing by Hit Dice? is this per short long rest or per long rest? At present, there are too many possible changes. Also, what about martial healing, like fighters Second wind?

#3

akaddk

Nov 06, 2014 23:11:01

cowleymen wrote:
#4

Tiarn

Nov 06, 2014 23:14:33

Without knowing any of the variables that Cowleymen asks for (yes, you need to be far more specific to figure this out at all) I can tell you that it's going to scale rather poorly.

 

For instance:  at 1st level you will be healing a lot, maybe even your entire HP pool (1HD which is a d10 + Con mod (we will just make it +2 for figuring purposes) +1 for level).  As a fighter you start with 12 (in this example) and you would be healing 1d10 +3, possibly over your max. (though that isn't likely, the average will be around 8).

Whereas even at level 10, you are going to have (if we use the book figures instead of rolling) a total of 84 HP and heal 1d10 + 12 (which averages about 17), a much lower percentage of your total health.  And it just keeps getting worse.

 

Now, before balance can be decided there's a whole lot more knowledge everyone needs.

 

What exactly are you going for?

#5

cowleymen

Nov 06, 2014 23:22:00

I think it is with natural healing, so characters dont just magically pop back to full health after every 8 hour sleep. What do you want to do with the Hit dice mechanic? since there are no short rest healing, only magical healing would help short term or during a long day of fighting

#6

ankiyavon

Nov 07, 2014 0:29:17

1 HD is d10 for fighter.  Average 5.5.

 

Con mod is a flat number between 0 and 5 (I assume you are not playing fighters with a Con penalty).

 

Level is, obviously, level.

 

 

HP increases by 6 + Con mod each level, and is 10 + Con mod at first level.

 

The proposed healing, as a percentage of total HP assuming a +3 Con mod by level:

 

1: 0.73
2: 0.48
3: 0.37
4: 0.31
5: 0.28
6: 0.25
7: 0.23
8: 0.22
9: 0.21
10: 0.20
11: 0.19
12: 0.18
13: 0.18
14: 0.17
15: 0.17
16: 0.17
17: 0.16
18: 0.16
19: 0.16
20: 0.15

 

It doesn't change significantly with different Con mods.  A higher Con mod makes it start higher and decay faster (from 77% to 13% at +5).  A lower Con mod makes it start lower and decay slower (from 65% to 23% at 0).  It's always the same basic pattern; HP grows much faster than this healing value.

 

#7

Danny_Montanny

Nov 07, 2014 3:06:17

If you're having trouble believing Hit Points healing to full after a long rest, then possibly you need to think about the abstraction differently. Even in the PHB it talks about no visible signs of HP loss until you're at half your maximum, and then it's only scrapes and bruises. Unless your players generally drop unconscious every day, minimal bodily harm isn't going to slow them down.

 

I use most HP loss as internal, saving the cuts and stabs for crits and dropping to 0. Also, remember that a hit isn't a "hit", it's just another abstraction. So a character dropping to near 0 maybe twisted their knee dodging an attack, and it continues to bug them until they get some healing. Weather that's taking a short rest and wrapping it, getting some magical healing, or taking a long rest to let the swelling go down.

#8

akaddk

Nov 07, 2014 3:36:45

ankiyavon wrote: