| Post/Author/DateTime | Post |
|---|---|
| #1LawolfDec 02, 2014 11:10:17 | Vitality Points Instead of HD, a character has a number of Vitality Points equal to 3 + their Constitution modifier.
After finishing a short or long rest, a player can spend any number of vitality point to recover lost HP. The amount of HP recovered is equal to 25% of your max HP per vitality point spent.
During a long rest, you recover all lost HP and half your vitality points.
Additional Optional Rules
Faster Recovery: During a short rest you recover 1 vitality point. During a long rest you recover all of your vitality points.
Slow Recovery: During a long rest you you do not recover HP and only recover 1 vitality point.
Lingering Wounds: When you are critically struck or an attack reduces you to 0 HP, you suffer a wound. Each wound you suffer reduces your maximum vitality points by 1. If your maximum vitality points are reduced to 0, you die. After a long rest, you can max a DC 15 Constitution save. On a success, you heal one wound. You have advantage on this save if you use a healing kit.
Combat Recovery: As an action, you can spend a vitality point and recover lost HP equal to 25% of your maximum HP. After using this ability, you cannot use it again until you complete a short or long rest. |
| #2GnarlDec 02, 2014 11:26:13 | I never understood why 4e used a 25% HP per healing surges. The granularity is arbitrary and kind of useless. You could give characters a number of vitality points equal to their maximum HP and allow a player to recover 1 HP for every vitality point spent. I find it strange that you can choose not to spend HDs after a short rest. By using the same granularity for HPs and vitality, you really have no reason not to spend your vitality points.
If you allow the players to recover all their lost HPs during a long rest, you kind of invite the players not to use vitality points before resting. I'm not sure that was an intended side effect.
Lingering wounds that affect vitality is kind of strange. I would have expected a crippling injury to affect your combat statistics. Something like a penalty to some checks and to your maximum HPs. But I suppose your solution works for those looking for a compromise between gritty realism and ignoring the crippling effects of a mortal wound. |
| #3GnarlDec 02, 2014 11:28:35 | Other thing, by having 3 + Constitution modifier HPs, aren't you giving constitution too much importance in your overall resilience? You're already getting more HPs out of your vitality points with a high constitution. Is it a good idea to have both? |
| #4LawolfDec 02, 2014 11:41:09 |
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| #5MechaPilotDec 02, 2014 12:08:44 |
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| #6GnarlDec 02, 2014 12:14:48 |
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| #7LawolfDec 02, 2014 12:25:55 |
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| #8edwin_suDec 02, 2014 12:26:38 |
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| #9QmarkDec 02, 2014 12:33:54 |
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| #10rampantDec 02, 2014 12:35:10 | The big advantage of surges was that they scaled, and each class had a slightly different number of them, so classes that were supposed to be durable could be durable without having so many HP that you needed to go through 3-4 encounters before they were in need of healing. See 4e focused on a narrower band of HP than 3e with both a higher minimum (for PCs) and a lower max. The scaleability came into play with most lower order healing effects, since most non-caster non-divine or primal characters couldn't generate vitality straight from magic they relied almost entirely on healing surges to heal in combat thus surges had to be scaleable, but not super potent. 1/4 of max HP was a good number because it made the healing useful in a fight, without making PCs immune to anything that doesn't one-shot them. Especially since it allowed for potent encounter healing powers without rendeirng characters un-tiring. |
| #11LawolfDec 02, 2014 12:36:19 |
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| #12GnarlDec 02, 2014 14:00:50 |
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| #13SaelornDec 02, 2014 14:17:35 | I'm having difficulty visualizing this. What is the difference between someone with 25% current HP and 5/5 Vitality Points, and someone with 100% current HP and 2/5 Vitality Points? |
| #14MechaPilotDec 02, 2014 14:27:05 |
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| #15LawolfDec 02, 2014 14:34:27 |
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| #16shpelleyDec 03, 2014 6:07:43 | If you end up using Lingering Wounds, you can also have it reduce *current* Surges by -1 along with the -1 max. So if you have 2/5 surges and get a Lingering Wound, you now have 1/4. |
| #17Alex_Dec 03, 2014 17:29:56 |
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