Dungeons & Dragons 5e - Red Hand of Doom - Part 4
1,844 views · Published 11 December 2018 · 1:40:28 · Indexed 7 October 2026
Channel: TheDiceStormers · 2018 · Entertainment
Join us as we revisit Ben's favorite adventure the Red Hand of DOOOOMM! Ben's grittier Hit Point House Rule New values to track Stamina = 1/2 your Hit Points Stamina represents energy level, combat awareness, balance, readiness to react, heroic luck, ability to turn a lethal blow into a mere graze. High level characters have more Stamina because they have a greater pool of all these things. Health = 1/2 your Hit Points Damage to Hit Points represent actual physical damage. High level characters have more Hit Points because they are able to carry more damage and still fight on, because they are Heroes. Damage is applied to first Stamina. Once Stamina is expended further damage comes off Hit Points and represents actual physical damage. ---- Short Rest A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains ***STAMINIA*** equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below. ***Note: Only Actual Change = Healing gained during a Short Rest may ONLY apply to Stamina*** ----- Long Rest A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity — at least 1 hour of walking, fighting, casting spells, or similar adventuring activity — the characters must begin the rest again to gain any benefit from it. At the end of a long rest, a character regains all lost ***STAMINA***. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest. ***By using a Healer's Kit, tending to wounds with the bandages, splints and mildly magical salves contained a character regains half her level (rounded down, minimum of 1) in Health.*** A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 Health at the start of the rest to gain its benefits. ----- Healing from magical sources heals ONLY Health EXAMPLE IN PLAY Typhena the level 6 hero has 24 Hit Points with Hit Dice 6d6 (and Con 11) Health = 1/2 her Hit Points = 12 Stamina = 1/2 her Hit Points = 12 Typhena is involved in combat. She takes a total of 16 Hit Points damage and is now: Stamina = 0 (damage is done to Stamina first, roleplayed as twisting out of the way of a blade, being short of breath and off balance) Health = 8 (damage is done then to Health, roleplayed a sa slash across the shoulder) She takes a Short Rest and spends two Hit Dice regaining 8 Stamina (by spending 2 Hit Dice) Stamina = 8 (recovery of Stamina is roleplayed as taking a moment to catch her breath) Health = 8 (Wounds don't just spontaneously close up) The Paladin in the Party Heals her 4 Health (because he needs her fighting fit) Stamina = 8 Health = 12 (her wounds literally close up magically = leaving a dark blue scar across her shoulder) Typhena is involved in combat again. She takes a total of 11 Hit Points damage and is now: Stamina = 0 (as above) Health = 5 (a nasty cut on her forearm) She takes a long rest. Stamina = 12 (completely recovering her breath and readiness) Health = 8 (with the help of a healing kit her wounds close a little = half her level) The Paladin in the Party Heals her 4 Hit Points Stamina = 12 Health = 12 (The Paladin completes the healing process, leaving only a dark blue scar across her forearm. She is at full strength but carries a couple of aching marks, that will only truly fade with an extended break from combat.
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