Chris_Nightwing
First Post
No, not the title of a new Doctor Who episode, but further observations from playtesting that echo much of what has been said before, and form an idea.
The facts:
Here's the issue. If players are not at, or close to, full hitpoints, they will use every renewable healing resource available to them (and sometimes non-renewable resources such as potions too). If characters do not heal fully overnight, then the next morning will be spent spending hitdice, and even worse, using up the cleric's spells as soon as possible - perhaps even forcing another rest.
Now, I don't want to see full healing overnight. I also don't want to see Clerics forced to burn everything into healing, because it's an easy source of renewable HP. I further don't want to see multiple rests taken in a row, unless the current storyline allows for this.
The only way I can see to get rid of these three effects is, in fact, to limit the amount of healing that one can receive during a single day. No matter how you put it, if you can be healed as much as you want, players will strive to do so. Please correct me if I am missing a way to resolve this that still uses hitpoints (any sort of wound system would absolutely work). The problem is that healing surges didn't go down well with me either. I'm trapped in a paradox and need help, how do we fix this?!
The facts:
- Many people dislike healing to full hitpoints overnight.
- Though more complex systems may come in a module, hitpoints will remain the basic currency of 'how far am I from death?'.
- Many people also dislike healing surges, which were developed to limit the amount of healing one could receive during any given day and to normalise healing spells across varying hitpoint totals.
- Currently, self-healing can be achieved through the hitdice mechanic, and clerical healing stands apart from this.
Here's the issue. If players are not at, or close to, full hitpoints, they will use every renewable healing resource available to them (and sometimes non-renewable resources such as potions too). If characters do not heal fully overnight, then the next morning will be spent spending hitdice, and even worse, using up the cleric's spells as soon as possible - perhaps even forcing another rest.
Now, I don't want to see full healing overnight. I also don't want to see Clerics forced to burn everything into healing, because it's an easy source of renewable HP. I further don't want to see multiple rests taken in a row, unless the current storyline allows for this.
The only way I can see to get rid of these three effects is, in fact, to limit the amount of healing that one can receive during a single day. No matter how you put it, if you can be healed as much as you want, players will strive to do so. Please correct me if I am missing a way to resolve this that still uses hitpoints (any sort of wound system would absolutely work). The problem is that healing surges didn't go down well with me either. I'm trapped in a paradox and need help, how do we fix this?!