
Beastman |

A proposal: Have fighters and barbarians able to heal themselves up to half hit points after combats as a means of extending the PC party work day instead of adding more stuff for the casters to do.
It's simple. It's elegant. It balances the classes a bit more. It can be easily explained by the DM.
Nooooo. Please not. That smells of the new edition of the world's most famous roleplaying game...

roguerouge |

Well, this has been productive and informative!
I'm glad that I made the effort to come to your community so that I could enjoy the reasoned debate on display here.
I have to say, the supportiveness to new comers found in discussing running the modules and pathfinder series is rather lacking here.
And, for the record, I don't play video games and I'm not switching to 4th edition.

roguerouge |

Well man only one person said you did but alot of us just hate self healing
Why? And why doesn't it make any difference if it's limited in such a manner as to be easily role-played as toughness, grit, and martial experience? My objection to the 4e "camping HP reset" is essentially that it makes describing combat injuries non-sensical. I haven't seen any explanation for how this causes the same problem.

Beastman |

Well, this has been productive and informative!
I'm glad that I made the effort to come to your community so that I could enjoy the reasoned debate on display here.
I have to say, the supportiveness to new comers found in discussing running the modules and pathfinder series is rather lacking here.
And, for the record, I don't play video games and I'm not switching to 4th edition.
speaking for myself, no offense intended. first reaction just was a gut feeling. so here something more constructive.
i personally do not like the self-healing thing. certain powers are the domain of magic items or clerics and should remain. if all classes would be able to do all things, why bother with classes at all. every class has its role and healing falls into the role of the cleric.
i gues your goal here is to prevent the "15-minute-adventuring day" and to reduce the number of magical healing items needed (2the christmas tree effect). the second point 8christmas tree), I can understand and i had some issues with that effect in my campaigns. the first point (15-minute day), i never encountered. furthermore, what's the point when everyone is able to heal himself after every encounter - there would be no more danger, no excitement - no deaths because: if healing only a couple of hp, the feature would be rather useless, so you have to make the feature useful and this means the character must be able to heal a lot of hp.
i don't know about the dragon shaman. i guess to go reading the rules for this class this evening...
just a few thoughts, ah & welcome to the boards

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Okay. Let's try a different approach.
Self-healing is ridiculous. After a fight, everyone (I'm sorry, only fighters and barbarians) regenerate? Why? How?
Yes, it's a magical world in a magical game, but to give the two least magical character classes regeneration is silly. That's where the magical healing spells and potions come into play.
Simple, yes.
Elegant, no.
And whether or not you play video games, that is the mechanic you're espousing.

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Hmmm... grit and combat toughness. Call it a Grit check.
A possibility:
DM: make a Fort save
Player: 15
DM :you recover 5 hp.
(save DC increases per use, amount healed is static based on a table)
Something like:
DC--amount healed
15---5 hp
18---10 hp
21---15 hp
24---20 hp
27---25 hp
30---30 hp (maximum for a single check)
DC goes up by 5 for each check between sleeps, though the period can't be less than 12 hours.
Something like this, but less clunkily written, might be acceptable.

Zohar |

What about a type of mechanic that is similar to Fast Healing.
Barbarian gets a bit of something similar via Damage Reduction.
Maybe the Fighter should get a slowly increasing DR or Fast Healing as he levels up too? It would keep him on his feet longer but would not replace the obvious advantages of a Cleric or Magical healing.
At the same time it would increase a parties effectivenes for prolonged adventuring.
Level 5 Fast Healing 1
Level 10 Fast Healing 2
Level 15 Fast Healing 3
Level 20 Fast Healing 4
This way after a fight if the Fighter is seriously injured he would need to rely a bit less on a Cleric/Magic if theres time to recover. But during a battle or if in a highly dangerous area where immediate healing would be needed, it would be better to get immediate healing from the Cleric/Magic.
Starting the Fast Healing at a later level would also curb people from 'dipping' and encourage full fledged fighters.
If you want to go the DR route, you could give him Damage Reduction the same way a Barbarian gets theres.
As for how this would make a Fighter better then a barbarian you could remedy this with adding the fast healing to the Greater Rage/Mighty Rage mechanic. Greater Rage giving you Fast Healing 2 while active and Mighty Rage giving you Fast Healing 4 while active.
Feel free to rip this apart. I just came up with it on the fly.

Cranerat |

I agree with the majority, "No", too much like the changes to 4th ed.
With the Heal skill I allow anyone to do a self (or heal other) heal/patch/bind woulds up to their total heal skill level in points regained with a skill check of DC 15+ if lightly damaged (no more than 25% hit points lost) DC 20+ if no more than 50% lost and DC 25+ if more than 75% lost.
They make the first DC to see if they succeed, then a second DC to see how many points they heal. Yes, sometimes a whole ten charge kit is used to heal just a few points because the skill check is so high and they don't have the skill points available. It also gives a cleric the ability to heal additionally after a fight without using valuable spell power.
You can attempt this as many times as you want but a healers kit has 3-10 charges and each try uses one charge. I usually charge a base of 50gp for a 5-10 charge kit (depends on availablity and local econnomy GP worth), and for DC modifiers I charge and extra 50GP per plus (+) up to a +5 modifier for 300gp. They weigh 10 lbs each.
Healers kits are more readily available than cure potions as they are common materials.

DarkAngel |
Stunty_the_Dwarf wrote:[gag]gah![/gag}
God no.Makes you wonder what is happening to gamers these day, doesn't it.
Just to comment on this, I think it's people disliking having to play classes they don't want to just because there's a party "role" and it needs to be filled.
I like the idea personally, or something like it, such as every round during combat the fighter gains 1/2 his class level in HP back (min 1). (Hey, look a reason to stay a fighter beyond lvl 4...which isn't something I think Paizo has solved yet)