tedcahill2
2019-04-05, 02:48 PM
So I'm thinking of a house rule that would see hit points be a per encounter resource, but add a supplemental health pool that represents actual harm to your character and not the abstraction of hit points.
As soon as the players have a chance to rest after an encounter, let's say 10 minutes, their hit points would refill entirely.
Now I know that many people think using CR to determine appropriate combat challenges is garbage, but let's assume for a moment that CR does it's job. The book say, I believe, that when using the CR encounter tables it represents an encounter that would exhaust about 1/5 of a parties daily resources. So four 1/4 CR kobolds should consume approximately 20% of the daily resources that four level 1 adventurers have.
If characters start every encounter with full hit points, how would you suggest I determine the correct CR of monsters to use to make sure they're still challenged? I know if I go up in CR # too much the AC and hit bonuses won't scale right for the level of the party, so is adding more creatures my only option?
Edit: thanks for the feedback, seems I was overthinking this a bit. I want to explain the rest of my thought to make sure opinions don’t changed.
So in addition to hit points that always refill players would have a separate vitality pool that represent actual damage taken. I was thinking of do this a few ways, 1) everyone has a set number of vitality points, 10, and your CON modifier determines how many points you can lose before being injured or 2) you have a number of vitality point equal to your CON score and you are injured when half your vitality is gone.
“Injuries” would be small penalties representing the damage you’ve take.
Magical healing cannot heal vitality or injuries.
Critical hits and “self inflicted” damage is dealt directly to vitality, by passing hit points. So if you are thrown off a cliff you take hit point damage, but if you jump off the cliff yourself you take vitality damage.
Vitality effectively gives playing additional hit points to go through before dying, but it comes with its own suite of drawbacks in the form of injuries. Should hit points be lowered in anyway to account for the additional vitality points you get?
As soon as the players have a chance to rest after an encounter, let's say 10 minutes, their hit points would refill entirely.
Now I know that many people think using CR to determine appropriate combat challenges is garbage, but let's assume for a moment that CR does it's job. The book say, I believe, that when using the CR encounter tables it represents an encounter that would exhaust about 1/5 of a parties daily resources. So four 1/4 CR kobolds should consume approximately 20% of the daily resources that four level 1 adventurers have.
If characters start every encounter with full hit points, how would you suggest I determine the correct CR of monsters to use to make sure they're still challenged? I know if I go up in CR # too much the AC and hit bonuses won't scale right for the level of the party, so is adding more creatures my only option?
Edit: thanks for the feedback, seems I was overthinking this a bit. I want to explain the rest of my thought to make sure opinions don’t changed.
So in addition to hit points that always refill players would have a separate vitality pool that represent actual damage taken. I was thinking of do this a few ways, 1) everyone has a set number of vitality points, 10, and your CON modifier determines how many points you can lose before being injured or 2) you have a number of vitality point equal to your CON score and you are injured when half your vitality is gone.
“Injuries” would be small penalties representing the damage you’ve take.
Magical healing cannot heal vitality or injuries.
Critical hits and “self inflicted” damage is dealt directly to vitality, by passing hit points. So if you are thrown off a cliff you take hit point damage, but if you jump off the cliff yourself you take vitality damage.
Vitality effectively gives playing additional hit points to go through before dying, but it comes with its own suite of drawbacks in the form of injuries. Should hit points be lowered in anyway to account for the additional vitality points you get?