Mighty_Chicken
2012-02-09, 05:34 PM
Hi guys!
I don't know if this belongs to Homebrew - I think it doesn't, because I don't want to specifically talk about my house rules, but I want everyone's thoughts in the subject. But if I posted in the wrong place I am sorry.
So, I was trying to DM a low-fantasy (almost historical) campaign. Coincidentally, none of the players wanted to play a cleric or a wizard. Better for me. But this got me worried, I like harsh combats, are those guy's battles fated to be short and only one each day?
The whole problem is not having a cleric in the group. We were gonna play a 3.5 game (with a lot of house rules) and there were 4 players: a barbarian, a bard, a paladin, and a monk. I decided to give the Pally lay on hands since level 1, the monk the ability to heal 1d8 damage once a day, and the bard spells a level earlier, so he could cast Cure Light Wounds.
Worked at the time; but could had worked better. So I tought, if a party role is missing, why don't give everybody a little of that party role?
In PF, it would look something like this:
Barbarian
Sadism (Ex): the Barbarian's pleasure for his foes' pain reinvigorates him. Such joy is contagious.
If the Barbarian hits an opponent, he can spend rage rounds to heal a number of hit points up to the damage he caused to the opponent. If an ally hit the same opponent in that turn, the Barbarian can split the healed hit points between himself and the ally.
(I actually feel that it can't be that simple. At the same time I don't want to add to much rules. But I wanted a condition so the Brb could use this ability. Maybe a) the barbarian must success on a Intimidate check (which won't shake the opponent); or b) the opponent must me shaken already; or c) the Brb can only use the ability when he slays a foe)
Bard
Onward!: the bard can cheer up his allies even in the middle of a losing battle.
As a _____ action, the bard can heal an ally's hit points, spending one Bardic Performance round per hit point healed. The ally must be able to hear the bard and be up to 30 ft from him. This doesn't cause attacks of opportunity.
(I haven't decided if this should be an Ex or Su ability, or if it should be a move or standart action)
Monk
Ki point pressure (Ex): the monk knows how fix the energy flow in a sick person's anatomy.
By spending one Stunning Fist use, the Monk can cure 2 hit points from an ally. He can only do so if the ally is still. If the ally has negative hit points, this heals 5 hit points (the ally won't be healed to more than 1 HP). This is a standart action that doesn't cause attacks of opportunity.
(Even in Pathfinder I house rule that Monks have level+Wis Stunning Fist uses per day)
Paladin
Martyrdom (Su): A paladin's very presence is inspiring and comforting. If people only knew how tiresome this can be.
As an immediate action, the Paladin can heal any number of hit points of an adjacent ally, up to his level+Cha. The ally gets an AC bonus equal to the Paladin's shield, if any. The Paladins takes the same number of hit points he healed as damage.
(I want to tinker this a bit, both for utility, balance and flavor. But then again, I'm afraid to add too much rules. Some things I'm thinking about: a) make the damage non-lethal; b) make this ability burn a Lay on Hands or Smite Evil use; c) make this ability only usable level+Char times a day, on once per encounter; d) make the damage healed to be level+Con instead of level+Cha; or even levelx2 or levelx3; e) take the AC bonus out, or change it somehow)
Ranger
A ranger joined the party later. I have no good idea yet, but I'm thinking about the Ranger being able to harvest up to some quantity of blessed fruits each day. Those fruits would heal a fine quantity of HP outside of battle, or could be consumed in-battle as part of a move action, but for few hit points (1d2 in the first levels). Something like that.
Miscellaneous
- At those abilities are supposed to work only at first levels. Later, I'd figured out new abilities, upgrade these ones, or make the players get really scared of losing hitpoints.
- All the abilities are supposed to: be inferior to clerical healing; cost the characters their effectiveness on their prime roles (the Barbarian lose rage rounds, the Paladin lose hit points, etc); be VERY unique and different from each other (my previous "1d8 per day" idea was just lame); and be strongly linked to the class's theme.
- All the abilities are supposed to cure more hit points out of battle.
- The Heal skill is supposed to actually cure hit points. Not sure how yet.
- I'm considering hit points to be much more than physical health. I'm considering it to be moral, courage, agility, anger, divine bless and heroic destiny. I expect someone who was cured from 1 hp back to 80 hp to be in a pretty messy state, bleeding, probably hobbling from a leg, but fighting at 100%
- Yes, Vitality/Wound points system sounds like a great idea. Maybe I'll try that. I enjoy the idea of battles being dangerous, but survivable even if something goes wrong.
What do you guys think? Are the abilities useful or balanced? What could be the abilities for other classes? Specially in low magic settings?
Don't you think that what goes for healing could go for utility/skill-monkeyness too? I mean, if there is no bard/monk/rogue in the group, maybe all classes could somehow get kind-of-useful abilities to use outside battles?
I don't know if this belongs to Homebrew - I think it doesn't, because I don't want to specifically talk about my house rules, but I want everyone's thoughts in the subject. But if I posted in the wrong place I am sorry.
So, I was trying to DM a low-fantasy (almost historical) campaign. Coincidentally, none of the players wanted to play a cleric or a wizard. Better for me. But this got me worried, I like harsh combats, are those guy's battles fated to be short and only one each day?
The whole problem is not having a cleric in the group. We were gonna play a 3.5 game (with a lot of house rules) and there were 4 players: a barbarian, a bard, a paladin, and a monk. I decided to give the Pally lay on hands since level 1, the monk the ability to heal 1d8 damage once a day, and the bard spells a level earlier, so he could cast Cure Light Wounds.
Worked at the time; but could had worked better. So I tought, if a party role is missing, why don't give everybody a little of that party role?
In PF, it would look something like this:
Barbarian
Sadism (Ex): the Barbarian's pleasure for his foes' pain reinvigorates him. Such joy is contagious.
If the Barbarian hits an opponent, he can spend rage rounds to heal a number of hit points up to the damage he caused to the opponent. If an ally hit the same opponent in that turn, the Barbarian can split the healed hit points between himself and the ally.
(I actually feel that it can't be that simple. At the same time I don't want to add to much rules. But I wanted a condition so the Brb could use this ability. Maybe a) the barbarian must success on a Intimidate check (which won't shake the opponent); or b) the opponent must me shaken already; or c) the Brb can only use the ability when he slays a foe)
Bard
Onward!: the bard can cheer up his allies even in the middle of a losing battle.
As a _____ action, the bard can heal an ally's hit points, spending one Bardic Performance round per hit point healed. The ally must be able to hear the bard and be up to 30 ft from him. This doesn't cause attacks of opportunity.
(I haven't decided if this should be an Ex or Su ability, or if it should be a move or standart action)
Monk
Ki point pressure (Ex): the monk knows how fix the energy flow in a sick person's anatomy.
By spending one Stunning Fist use, the Monk can cure 2 hit points from an ally. He can only do so if the ally is still. If the ally has negative hit points, this heals 5 hit points (the ally won't be healed to more than 1 HP). This is a standart action that doesn't cause attacks of opportunity.
(Even in Pathfinder I house rule that Monks have level+Wis Stunning Fist uses per day)
Paladin
Martyrdom (Su): A paladin's very presence is inspiring and comforting. If people only knew how tiresome this can be.
As an immediate action, the Paladin can heal any number of hit points of an adjacent ally, up to his level+Cha. The ally gets an AC bonus equal to the Paladin's shield, if any. The Paladins takes the same number of hit points he healed as damage.
(I want to tinker this a bit, both for utility, balance and flavor. But then again, I'm afraid to add too much rules. Some things I'm thinking about: a) make the damage non-lethal; b) make this ability burn a Lay on Hands or Smite Evil use; c) make this ability only usable level+Char times a day, on once per encounter; d) make the damage healed to be level+Con instead of level+Cha; or even levelx2 or levelx3; e) take the AC bonus out, or change it somehow)
Ranger
A ranger joined the party later. I have no good idea yet, but I'm thinking about the Ranger being able to harvest up to some quantity of blessed fruits each day. Those fruits would heal a fine quantity of HP outside of battle, or could be consumed in-battle as part of a move action, but for few hit points (1d2 in the first levels). Something like that.
Miscellaneous
- At those abilities are supposed to work only at first levels. Later, I'd figured out new abilities, upgrade these ones, or make the players get really scared of losing hitpoints.
- All the abilities are supposed to: be inferior to clerical healing; cost the characters their effectiveness on their prime roles (the Barbarian lose rage rounds, the Paladin lose hit points, etc); be VERY unique and different from each other (my previous "1d8 per day" idea was just lame); and be strongly linked to the class's theme.
- All the abilities are supposed to cure more hit points out of battle.
- The Heal skill is supposed to actually cure hit points. Not sure how yet.
- I'm considering hit points to be much more than physical health. I'm considering it to be moral, courage, agility, anger, divine bless and heroic destiny. I expect someone who was cured from 1 hp back to 80 hp to be in a pretty messy state, bleeding, probably hobbling from a leg, but fighting at 100%
- Yes, Vitality/Wound points system sounds like a great idea. Maybe I'll try that. I enjoy the idea of battles being dangerous, but survivable even if something goes wrong.
What do you guys think? Are the abilities useful or balanced? What could be the abilities for other classes? Specially in low magic settings?
Don't you think that what goes for healing could go for utility/skill-monkeyness too? I mean, if there is no bard/monk/rogue in the group, maybe all classes could somehow get kind-of-useful abilities to use outside battles?