I'm doing two things here.
1) I'm adjusting player HP and monster damage to better fit into a Endurance/HP system.
2) I'm listing out all the restorative methods and how well they work on HP and Endurance.
3) Recommended tactics for players based on the Endurance/health model (or rather, expected tactics used by players to accommodate for this model based on how restoration works)
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1) Player HP and monster damage
MATH MATH MATH skip if you want
Okay. Player HP isn't so much of a problem. If I use 5E as a benchmark, then PCs might gain say 6/7/8HP per level (wizard/cleric/fighter), and thus have a total of 12/14/16 Health per level. Hrm. Fighters have only 33% more health than a wizard this way? Let's stick with that for now.
Damn, I have to do this by "Feel".
Monster damage, well, makes the player HP more complicated. I'd say that an average PC (rogue/cleric health) should sustain 2 hits to have their Endurance depleted, and another 2 hits to have their HP depleted.
Players need to take a little Endurance damage SOMETIMES in order to feel threatened. Or at least have enough of their endurance depleted that they are feeling really worried of getting true damage.
Previously for my calculations I had monsters take down an average PC in 4.5 attacks, assuming 50% hit chance (or 2.25 actual hits). Now monsters are going to be taking out an average PCs in 8 attacks, assuming 50% hit chance (or 4 actual hits). That may seem lenient, and it kind of is, but this system keeps in mind that PCs are going to be trying very hard not to take any actual HP damage since even a long rest only recovers 1HP per level.
Conveniently that means monsters should do 14/4 = 3.5 average damage per hit, or 1d6.
Let's check how long a fighter can stay on the frontlines all alone without a buddy to back him up. A fighter has 2 AC more than a rogue in my system, so the warrior will be hit 40% of the time or 30% of the time with a shield. Fighter has 16 Health or 8 Endurance and 8 HP.
No shield: 16 health divided by 3.5 =4.57 hits or 4.57/0.4 = 11.4 attacks, after which he may die.
8 Endurance divided by 3.5 = 2.28 hits, or 2.28/0.4=5.7 attacks, after which she should disengage to take some heat off and recover endurance.
With shield: 16 health divided by 3.5 =4.57 hits or 4.57/0.3 = 15.2 attacks, after which he may die.
8 Endurance divided by 3.5 = 2.28 hits, or 2.28/0.3=7.6 attacks, after which she should disengage to take some heat off and recover endurance.
It's hard to tell if that is too many attacks or not just like this. I need some more spreadsheets to look it over.
wizard | rogue | cleric | fighter | fighter w shield | |
---|---|---|---|---|---|
Health | 12 | 14 | 14 | 16 | 16 |
Endurance | 6 | 7 | 7 | 8 | 8 |
monster damage | 3.5 | 3.5 | 3.5 | 3.5 | 3.5 |
hit chance | 0.5 | 0.5 | 0.4 | 0.4 | 0.3 |
hits to kill | 3.4 | 4 | 4 | 4.6 | 4.6 |
hits to bloody | 1.7 | 2 | 2 | 2.3 | 2.3 |
atacks to kill | 6.9 | 8 | 10 | 11.4 | 15.2 |
attacks to bloody | 3.4 | 4 | 5 | 5.7 | 7.6 |
Fight scenario 1
Assume monsters go first, all monster attacks directed at one PC who does NOT back off.
wizard | rogue | cleric | fighter | fighter w shield | |
---|---|---|---|---|---|
Monster dam R1 | 14 | 14 | 14 | 14 | 14 |
Monster dam R2 | 10.5 | 10.5 | 10.5 | 10.5 | 10.5 |
Monster dam R3 | 7 | 7 | 7 | 7 | 7 |
Monster dam R4 | 3.5 | 3.5 | 3.5 | 3.5 | 3.5 |
inc hit chance R1 | 7 | 7 | 5.6 | 5.6 | 4.2 |
inc hit chance R2 | 5.25 | 5.25 | 4.2 | 4.2 | 3.15 |
inc hit chance R3 | 3.5 | 3.5 | 2.8 | 2.8 | 2.1 |
inc hit chance R4 | 1.75 | 1.75 | 1.4 | 1.4 | 1.05 |
Total expected damage R3 | 15.75 | 15.75 | 12.6 | 12.6 | 9.45 |
Total expected damage R4 | 17.5 | 17.5 | 14 | 14 | 10.5 |
Fight scenario 2
Assume monsters go first, players eliminate monster in 3 rounds, one monster attack directed to each player
wizard | rogue | cleric | fighter | fighter w shield | |
---|---|---|---|---|---|
Monster dam R1 | 3.5 | 3.5 | 3.5 | 3.5 | 3.5 |
inc hit chance R1 | 1.75 | 1.75 | 1.4 | 1.4 | 1.05 |
Total expected damage | 7 | 7 | 5.6 | 5.6 | 4.2 |
% Endurance loss | 100% | 100% | 80% | 70% | 53% |
% HP loss | 16.67% | 0.00% | 0.00% | 0.00% | 0.00% |
MATH MATH MATH OVER
That looks pretty good! Even with no cleric, on average the party can take on 4 encounters per day like that, RNG willing. A cleric will help control RNG. A Cleric would also have easily enough juice to make the "tank, spank, heal" the "tank, spank, heal" combo by healing a fighter with a greatsword work according to these numbers.
Easily? Will that make it too easy?
I'm honestly not sure.
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2) Restorative methods
a) Spells
b) Short rest, second wind, bardic song, warcries, similar
None of these options heal HP at all.
A short rest heals Endurance fully.
Second Wind, an ability every PC has, restores Endurance fully. It typically takes an action to use and is refreshed every Short Rest.
Bardic song, warcries and so on restores Endurance for the stated value.
c) Potions
(Note: Potions are the exception because they cost money which is a finite resource.)
Potions can potentially heal HP efficiently, but mostly out of combat. If drunk fully, a Potion of Healing (Level 1) restores 8 Endurance and 2HP. To use potions to heal HP efficiently (more than 1HP), the potion must be slowly and carefully dripped directly on wounded areas. This is an excruciatingly painful process, and takes time to do right. Used in this manner, Potion of Healing (Level 1) can heal up to 10HP. The leftover potion can be poured over a comrade's injuries to restore HP as well. Alternatively, leftover healing value can be can be drunk to restore Endurance equal to the leftover value but for no HP restoration. Egs. A potion with 4HP healing value left can be drunk for 4 Endurance healing.
d) Long rest, medical attention, First Aid
24 hours of rest fully restores Endurance and restores 1 HP per level.
Medical attention (DC 10 intelligence check) improves the HP restoration after a long rest by 1 HP per level for the day that medical attention was received.
Excellent medical attention (DC 15 intelligence check) improves the HP restoration after a long rest by 2 HP per level for the day that Excellent medical attention was received. It does not stack with medical attention.
Immediately after a battle, player characters may spend 5 minutes administering first aid (through an Intelligence check) to PCs who have endured Hit Point damage during the battle. A successful First aid check (DC15) restores 1HP to the PC. If a First Aid kit is used, the the DC is reduced to 10. First Aid can only be to a PC once for every battle she endures HP damage.
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I'm a little concerned that 4 hits to KO a PC is too lenient, but I keep reminding myself that PCs roll death saves immediately when hitting 0HP and die with a single failed death save (rolling 5 or lower). PCs generally want to sustain their HP while sacrificing their Endurance.
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