Fate Points for a Healing Surge?

A lot depends on how you play your game. For me, if a given location has 3 10HD badguys in a cave, and the 2nd level party pokes thier nose in, action points give them the ability to break contact and get away.

Of course if they decide they can just power through it by burning mass APs, they will quickly find out that wont work.
 
flatscan said:
Ok, here's how I'm thinking this house rule is gonna go.

1 Fate Point + Move equivalent action = 1 Hit Die roll + Con mod of TEMPORARY Hit Points that expire a # of rounds equal to your Con score.

No mention made of a character with different classes that use different HD or what happens after level 10, i.e. 10 levels of scholar followed by a switch to fighter for a few levels, what is the HD, the scholar's or the 3 HP from fighter? Worthless at high levels, exceedingly powerful at 1st. Beyond about level 3 or so just die and use the point to be left for dead instead and get all your HP back. Gaining random HP back blows and makes it an even more worthless option at higher levels. Gaining CON back makes CON, an already way too important stat, even more so when you do use it.

Just... no.
 
Apple said:
No mention made of a character with different classes that use different HD or what happens after level 10, i.e. 10 levels of scholar followed by a switch to fighter for a few levels, what is the HD, the scholar's or the 3 HP from fighter? Worthless at high levels, exceedingly powerful at 1st. Beyond about level 3 or so just die and use the point to be left for dead instead and get all your HP back. Gaining random HP back blows and makes it an even more worthless option at higher levels. Gaining CON back makes CON, an already way too important stat, even more so when you do use it.

Just... no.

For the HD type it would be whatever the PC has the most levels in. If you've got a 5th lvl Barbarian 2nd lvl Soldier then the HD type would be the Barbarian's. As to your statement that it's worthless at I high levels, I disagree. You only have a range of -1 to -9 before your character is dead. A single HD roll of extra temporary HP could mean the difference between life and death of your character. Especially since after level 10 you don't roll HD any longer. I don't know what you're on about getting Con back. You get your Con Mod's worth of HP back to give a boost, in test rolls of this system you'll average in the double digits if your PC has a decent Con score. That's not insignificant as you try to paint it. The PCs in my game are using it at level 7, it allows them to stay in the game when spending for Left for Dead would keep them out for awhile. That's the whole point of this system, so the player can keep his PC in the fight when he should be out of it. And where did you get that spending a Fate Point for Left for Dead recovered all a PCs HP? That's...bizarre. Anyhow, you don't like the system, cool, not trying to convince anybody to adopt it. Just trying to create a system that works for my game. So far I think I'm close.
 
Although I use a different system, I am with flatscan on this one. You get more Action points than Fate points, but you only get 1 D8 HP for one. So So no use at high level right?

Not at all. When you are down to 4 HP and think the monster is just about the same, an extra few HP can make the difference. And because you decide when to use them, you can save for just such a heroic act.
 
Majestic7 said:
How about just granting the benefits of Diehard feat with one FP for the duration of combat - in other words, that the character may fight till -10 HP instead of dropping at 0. It would be far easier mechanic to handle.

If the character already has Diehard, he could get some other benefit instead. Like being able to fight till -20 before dropping (even though after -9 he is a dead man, he just doesn't realise it yet.)

I like this more than the surge thing. I would already allow that in my game (and not just for diehard but other feat that fit the situation too)

that is more conanesque IMHO
 
The idea of using FP for healing surges doesn't look too odd for me. It kinda simulates in a simple way the adrenaline rush.

Remember than in the D20 system, Hps mean a lot more than just wound resilience.
 
2 weeks old... I hope this isn't considered necromancy yet...

Here are my 2 cents:
LAST RESORT
Whenever damage would reduce a characters hit points to or below zero, he may spend a fate point to activate his last reserves. His hit points are set to character level + CON bonus (if any).

This strains his health and his constitution score is permanently reduced by 1.
Milder GMs might omit the second part of the rule :wink:

I see no merit in using a random factor.
Using any kind of hit dice to calculate the new hit points can make the rule extreme complicated for multiclass characters.
The character level should be part of the formula, so more experienced characters don't receive less (relatively) from this use.

Further advantage is that a character can't heal up anytime he wants. It remains a last resort when needed.
 
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