Climax Die and Recovery House Rules: Critique?


Homebrew and House Rules


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So I have two house rules I've been brewing up, thanks to reading a lot of 13th Age, D&D 4th Edition, and Marvel RPG (Cortex Heroic).

Climax Dice: The first is something I call the Climax Die. Essentially, at the beginning of combat, I set out a d4 die in view of everyone. After the first round of combat, the die grows bigger (d6, d8,) until it becomes a d12 (where it stays). A player that rolls a natural one for an attack or save causes the dice to drop by one step, while an enemy that does the same causes it to rise one step. At any time they need an extra dice, a player can grab the dice and roll it. That player can only roll once per round. They add the rolled number to the following:

  • attack rolls (added before the attack roll is made
  • saves (added before the saving throw is made)
  • damage (not multiplied for a crit)
  • AC (lasts until the beginning of their next round)

Now, when a player uses the die, it drops back down to a d4. In addition, the die that they used is added to the Danger Pool. This pool can be used by the GM in the same way, only they have no limit on dice per round. Each die must be rolled for something different. The GM can't put them all on damage, or two on AC. Once a GM rolls the die (or dice), they are removed from the danger pool. In addition, when the GM's monsters roll a 20 for an attack or save roll, they can step up the lowest value die in the Danger Pool by one. If that die is a d12, the GM instead adds a d4 to the Danger Pool. If a player rolls a 20 for an attack or save, the GM loses their lowest die. The Danger Pool starts a story arc with one d4 and at the end of a story arc, the GM empties the Danger Pool.

Recovery: This house rule uses the Wounds and Vigor subsystem in Ultimate Combat, a system I really love. Though I'm sure you can adapt this for normal HP. This is for use in a low to no magic game, where there is little to no magical healing. Players gain an amount of Recoveries equal to half their Constitution Score (round down, minimum 1). This represents a five minute break. The player heals an amount of Vigor points equal to their hit die + (character level * Con modifier). If a character is multiclassed, they use the highest of the hit dice. These recoveries refresh completely after 8 hours of rest.

For healing Wounds, a player can use the Heal skill untrained to heal the victim. The DC is 15. The medic heals a number of wound points equal to the victim's Con Bonus (minimum 1). If the medic is trained in using the Heal Skill, they can heal the victim for more. The medic rolls the victim's highest hit die and adds the victim's Con bonus (minimum 1) to see how many wounds they heal. Both uses of the Heal skill use up a single use of the victim's recovery. This healing must be down within an hour of taking damage, or else the medic cannot heal Wounds in this manner. Think of it like the Golden Hour.

So, what do you think? Too overpowered, underpowered? Thanks for any feedback. I'd love to give these a proper playtest.

Here's a Google Docs link so you can see the updated version of them.

Climax Dice and Recovery


Updated the language a bit. Forgot an important part of the Climax Dice rules.


Giving this the ol bump.


Man if I bump this anymore, I'm going to look really desperate :p


And I thought this was a thread about dieing after sex...


Kilrex wrote:
And I thought this was a thread about dieing after sex...

Hehe, glad I could get a laugh out.

I updated the Google Doc. From some player requests, I expanded the usage to more than just combat. Also made the language a bit more clear and fixed an issue with losing health if you have negative con modifier.

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