
Fedifensor |
This was posted in "The Fifteen Minute Adventuring Day" thread, but quickly got lost among the discussion of spellcasters recovering spells...
To address the HP problem, I offer the following suggestion.
Split hit points in half. The "top" half is a recoverable pool that can regenerate with a bit of a break between encounters (maybe 15 minutes?). The "bottom" half are the hit points that function as normal.
What does this do? After every fight, the characters will be at a minimum of 50% of their hit points. There is less of a need for clerics if you know that you'll have a reasonable amount of hit points even if you got mauled in the last fight. At the same time, you can be worn down from fight to fight as the top buffer is torn away and the foes get to the crunchy goodness inside...which makes clerics a handy but not absolutely necessary thing to have. Healing spells would help the bottom half first, then carry over to the top half if there is any healing left.
For backward compatability...well, most foes aren't going to last beyond one encounter, so there's no need to split their HP. For a reoccurring foe, or one that runs away and returns, it's not hard to split the HP pool after the fact to figure out how many HP they have when they show up next.
Of course, any HP damage that is self or ally-inflicted would come off the "bottom" part of the pool. No using recoverable HP to ignore HP sacrifices...