Talk:Half-Troll (5e Race)

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I knew this day would come, regeneration on a player race. As written, this completely removes the need to spend Hit Dice. You instead take short rest and you get all your hit points back. The PC is also under very little threat in almost all combat encounters. Marasmusine (talk) 09:51, 27 September 2015 (MDT)

I removed the +50gp-for-armor trait, as this will be campaign specific. This is a world where armor needs to accommodate dragonborn's tails and big heads; and so forth. If half-trolls are as common as dragonborn, then the extra cost is unjustified. Marasmusine (talk) 04:11, 22 November 2015 (MST)

  • Also, dragonborn may have some non-humanoid features like tails, but I would argue that their proportions are still roughly humanoid. Half-trolls, as I conceived of them, have the same super-lanky limbs and bent torsos as regular trolls, necessitating modifications for armor that wants to give them any kind of coverage. But... well, if you wanna, you can. --SpectralTime (talk) 17:25, 22 November 2015 (MST)

Ooops, sorry, I noticed you are only just editing this, it was rude of me to remove this so soon. Put it back if you like and I'll assess it another time. Marasmusine (talk) 04:16, 22 November 2015 (MST)

...Well, I prefer what I had before, since it both reduces the race's overall power level and ties into the "hunger" theme. Other opinions? --SpectralTime (talk) 02:55, 27 November 2015 (MST)

Yes, I think natural armour should be AC 10 + some value, rather than +1 AC.
I've also been holding onto an idea for regeneration for some time, so here it is.
Whenever you take damage, you can spend one or more of your hit dice. For each hit die you spend, you gain regeneration points equal to the result plus your Constitution modifier. At the beginning of each of your turns, if you have less than your maximum hit points, you lose 2 regeneration points and regain the same number of hit points. If you take fire or acid damage, you cannot regenerate in this way on your next turn.
If you are reduced to 0 hit points, make a note of the excess damage. As long as you have regeneration points, you do not need to make death saving throws. If you regenerate, reduce the excess damage instead of regaining hit points. When there is no excess damage left, you regain hit points as normal.
You lose unspent regeneration points at the end of a long rest.
Why do it this way? Firstly, it's more akin to classic regeneration. Secondly, you effectively spend your hit dice on-the-fly rather than at a rest, so it does not upset the "hit point" economy that much.
While you have regeneration points, it is difficult to kill you except through massive damage, or fire/acid. When they're used up, you die like normal.
This is a general mechanic that can be used for any number of PC races, I can put it on a separate page. There are two variables that can be fine tuned: The rate of regeneration (it could be 2, 3 or an ability modifier). You could also receive bonus regeneration points (either when you generate your RP pool, or a feat, trait, feature, piece of equipment, spell...) Marasmusine (talk) 12:59, 27 November 2015 (MST)