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Healing and HP, redux

Yesterday's Post produced a lot of comments, this post is going to try and address some of them.
  1. People are wary of healing cantrips. I have to admit, I am too. I played with some other approaches. I considered, for example, Healing Word doing d10+Wis modifier (other casting stats are allowed of course), and the minimum you could roll being the target's Con modifier. If we assume that the average Con modifier is +3, this would shift the average healing done by a Healing Word at first level to 8.8, and 6MP. You can still, just, make this a cantrip, so... we might adapt the rule so if the casting cost is less than or equal to your casting modifier (max 5), you get it free. Cure Wounds goes up to 11, and 6MP too - the range in Healing Word is still attractive though. I didn't suggest this yesterday, because it makes the rolling more complex, and you could have other approaches, like if you're proficient in Medicine, add your proficiency bonus, never roll under your Wis bonus to make the calculations simpler (all the numbers are on your character sheet then. But it's certainly something to look into.
  2. Healer characters shouldn't (automatically) become healer bots, forced to only heal. I agree. It's not something I delved into yesterday, but I think for HP restoring spells, if 6e sticks with the 5e action economy I'd make them all bonus action casting times, so you have an action left to do something else. If they move to the Pf2e system, I'd make them all 1 action casting time spells. Spells like Lesser Restoration that only remove combat-affecting conditions, same deal. Greater Restoration I would consider adding the ritual tag to. But either way, I want to let the healer characters have space to do more in the round, even if that space is just, if they want, to cast more healing spells. But they can heal and hit if that's their thing.
  3. Too many health bars. As a former RQ player, where I had to track THP and locational HP in 7 locations, and potentially (actually quite often) different armour amounts on each location, 3 HP tracks... pft. As GM sometimes the situation could be far worse: a scorpion man had a humanoid head, arms and chest, then an abdomen, 8 legs and a tail to keep track of! In my 6e proposal, you could actually just track your THP, by adding your BHP, AHP and CHP. You just need to know the breakpoints for BHP and AHP, so if you're caught in one of the non-combat states you start from the lower level, and if you're in combat, and the rules for more complex healing are put in, you note that you need the more complex healing. So you might have Something like Max HP: 100, 12, 4. 
  4. Assassinate inflicts death saves directly. This is certainly an option. However, the target is helpless, you autocrit, you do failed deaths on a character with (say) 100 HP. They wake up... What happens? You need to keep them incapacitated and death saves in and of themselves don't do that. If they are the character in #3, they are asleep, they have 4 HP. You autocrit. If you manage to do 8 damage, because they've gone to minus positive, they die. You can still fail, but it's much less likely all of a sudden. I could rewrite the rules, so if you've got any failed death saves, you need to succeed on one before you can do more than call for help and make death saves, but, honestly, I prefer my approach.
  5. Lots of rolling if you change equipment. This is an item that wasn't raised in the discussion but does apply. Lets say you're playing a barbarian and you switch from medium armour to the naked barbarian Str+Con, because you're normally an armoured type but you've been woken in your sleep and you're fighting naked. Do you reroll or what? I have a couple of options here:
    1. Preferred Option No more rolled HP. Lots of tables, unless they're doing the roll and if you roll less than average, take the average, don't roll anyway. So, take away the rolls. I would shift the amounts you get, maybe barbarians get 10; fighters, paladins and rangers get 9; monks 8; clerics, rogues, bards and warlocks 7; alchemists (the new artificers), sorcerers and wizards 6. Those numbers are obviously plucked from my head and subject to play test. You would add your Con modifier to them still.
    2. Trickier Option You still roll, but you keep track of what you roll at each level. If you're a 20th level fighter, you'd track your 20d10 results. If you change your equipment so you normally wear +3 plate (11 dice) and +3 shield (5 dice) and use 16 of them, but you're suddenly in leather armour (1 dice) and Dex (2 dice) you'd take the first 3d10 you'd rolled for your HP. After the HD you're allowed, you only get your Con modifier. This is obviously easier if you're using an online character tracker system than pen and paper but there are enough pen and paper players, that I prefer option 1.
  6. More complex healing. I briefly mentioned this yesterday but hadn't really worked it through in my mind. I think I have a playable system now. Short rests are normal 1HP per level, on a successful medicine roll, they become 2HP per character level. If your THP dip below BHP+AHP, you can't heal on a short rest without a medicine roll, and with a medicine roll you only get 1HP per level. This recovers after a long rest. If you dip under AHP you cannot regain HP from a short rest, but your other things recover as normal. On a Long Rest you normally get 2+Con modifier (minimum 1) HP back (this is a change from yesterday, and I've edited yesterday's post to reflect it). If you dip below BHP, you get nothing from a long rest without a successful medicine roll, 1HP per level with a successful medicine roll (as if it's a short rest under AHP). On the day after your long rest, you count as if you fell to under AHP, (medicine rolls for short rests), the day after that, you are back to normal. If you dip under AHP or BHP day after day after day, you just keep the penalties going, they don't get worse. Lesser Restoration would shift the AHP healing penalty, Greater Restoration the BHP penalty. Those spells are first thoughts, there might be other things, like magical healing that gets you back to full THP lifts the AHP penalty and converts the BHP to AHP say.
A quick note on point 5.1. Lets consider, say, from 5e, the TWF ranger and the bow ranger. The war cleric and the light cleric. The hexblade and the... well just about any other warlock, but lets say an archfey face build. A bladesinger wizard or a conjurer. Even an arcane archer and a blademaster GWF. I would not be averse to taking 1 point of each of those numbers (except maybe barbarians, monks and rogues, who currently don't have dedicated ranged and melée subclasses) and then for the front-line subclasses give them +1 or +2 HP per level, perhaps +1 for the fighter types, +2 for the wizard types. There would be some marginal choices, maybe clerics go down to 6, life clerics get +1 and war clerics get +2. You could do this in option 2 as well, but it needs to be more carefully considered exactly how to apply. You certainly wouldn't want to be giving war clerics d8+2+Con modifier HP!

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