Also, as you may recall if you've been reading along, I've done away with Clerics and attendant common healing spells. This puts PCs a bit behind the baseline curve in terms of survival.
One of the ways I'm going to address it is to involve more healing springs and weird shrines where you roll a d6 (or whatever) and maybe you get healed. But that's for later.
This post is about Bonus Hit Points, and how I intend (hope) for them to help things a bit. This is also a way to add a bit of structure to the passage of days, and add some of that "maybe let's not camp in the rain and eat iron rations" flavour if possible.
A convivial time at the Prancing Pony is sure to raise your spirits (Jian Guo aka breath-art) |
Bonus HP
First off, my the general implementation of Bonus HP.
- Bonus HP from different sources do not stack. That means if you have 3 Bonus HP and you get d6 Bonus HP from a night's rest, you will have 4, 5, or 6 Bonus HP if you roll that number on the die, and you will have 3 Bonus HP if you roll a 1, 2, or 3.
- Bonus HP are depleted before regular HP, but cannot be used to heal lost HP.
Before the Adventure
If you spend some time before the adventure doing something more normal than scouring the countryside for treasures while fighting who-knows-what, you start with Bonus HP. How much depends on your standard of living and for how long you've been taking it easy.
Other Sources
Like I said have a some ideas for other sources of Bonus HP. They include things like: boons from religious practices, fancy elf-wine, tasty local specialties of certain villages, and so on. That's something I'll detail later, though.
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