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Heal rate options and adventuring days
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<blockquote data-quote="Tony Vargas" data-source="post: 6022462" data-attributes="member: 996"><p>I remember those days, and I don't know what's supposed to be so all-fired great about them. But, assuming there was something I'm not remembering, the mechanical aspect of whether your need to take 2 weeks out to heal or 6 hours is pretty trivial:</p><p></p><p>EX1: </p><p></p><p>Caller: "Aggro the Axe got knocked to -1 hp, guess we'll have to go back to Homlet and until he heals up."</p><p></p><p>DM: "Since he's so badly wounded, it'll take a full week for him to recover."</p><p></p><p>Cleric Player: "But, after one day I can just cast a few Cure Light Wounds on him and hell be at full hps, one more day and I get my spells back."</p><p></p><p>DM: "Yeah, but because he was knocked to negatives he still needs a full week."</p><p></p><p>Caller: "Fine, we go back to town and rest up a week, then come back to the door we were working on before those wandering monsters came by."</p><p></p><p>DM: "OK, mark off your rations, get back your hit points, and pick new spells. Anyone want to buy any more gear? No? OK, when you get back the door is still locked, but the runes have stopped glowing..."</p><p></p><p></p><p>EX 3: </p><p></p><p>Cleric Player: "OK, who else needs healing?"</p><p></p><p>Fighter Player: "I do, I got dropped in the surprise round, remember?"</p><p></p><p>Cleric Player: "Right, I tap you with the Heal Stick until you're healed up."</p><p></p><p>DM: "Mark off the charges and tell me how many you used so I know how long it takes."</p><p></p><p>Thief Player: "While he's doing that, I get back to trying to get this door open. I'll take 20."</p><p></p><p>Wizard Player: "If it's not open by the time everyone's healed, I cast Knock."</p><p></p><p>Cleric Player: "2 .. 4 .. 2 .. 7 .. 3 .. 9! .. 3 .. 6 .. 5 .. 2 .. sheesh..." </p><p></p><p>Fighter Player: "One more, I'm down 6."</p><p></p><p>Cleric Player: "That could waste some healing"</p><p></p><p>Fighter Player: "You've been rolling '1's."</p><p></p><p>Cleric Player: "9! See? Wasted 3 hps on you. That's 11 charges you owe to party treasure."</p><p></p><p></p><p>A week plus travel time or a minute plus six seconds, on the mechanics side, it's still just some bookkeeping.</p><p></p><p>Of course, the whole 'living world' conceit could make it matter a whole lot, and it could impact campaign pacing and player decisions, but, mechanically, it no big deal to tweak healing from between every combat to days or even weeks. Though tweaking /just/ natural healing, not magical healing or other forms of resource-recovery, amounts to a 'natural healing suckiness' dial. If natural healing takes too long, it just becomes another dis-used non-viable/strictly-inferior option.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6022462, member: 996"] I remember those days, and I don't know what's supposed to be so all-fired great about them. But, assuming there was something I'm not remembering, the mechanical aspect of whether your need to take 2 weeks out to heal or 6 hours is pretty trivial: EX1: Caller: "Aggro the Axe got knocked to -1 hp, guess we'll have to go back to Homlet and until he heals up." DM: "Since he's so badly wounded, it'll take a full week for him to recover." Cleric Player: "But, after one day I can just cast a few Cure Light Wounds on him and hell be at full hps, one more day and I get my spells back." DM: "Yeah, but because he was knocked to negatives he still needs a full week." Caller: "Fine, we go back to town and rest up a week, then come back to the door we were working on before those wandering monsters came by." DM: "OK, mark off your rations, get back your hit points, and pick new spells. Anyone want to buy any more gear? No? OK, when you get back the door is still locked, but the runes have stopped glowing..." EX 3: Cleric Player: "OK, who else needs healing?" Fighter Player: "I do, I got dropped in the surprise round, remember?" Cleric Player: "Right, I tap you with the Heal Stick until you're healed up." DM: "Mark off the charges and tell me how many you used so I know how long it takes." Thief Player: "While he's doing that, I get back to trying to get this door open. I'll take 20." Wizard Player: "If it's not open by the time everyone's healed, I cast Knock." Cleric Player: "2 .. 4 .. 2 .. 7 .. 3 .. 9! .. 3 .. 6 .. 5 .. 2 .. sheesh..." Fighter Player: "One more, I'm down 6." Cleric Player: "That could waste some healing" Fighter Player: "You've been rolling '1's." Cleric Player: "9! See? Wasted 3 hps on you. That's 11 charges you owe to party treasure." A week plus travel time or a minute plus six seconds, on the mechanics side, it's still just some bookkeeping. Of course, the whole 'living world' conceit could make it matter a whole lot, and it could impact campaign pacing and player decisions, but, mechanically, it no big deal to tweak healing from between every combat to days or even weeks. Though tweaking /just/ natural healing, not magical healing or other forms of resource-recovery, amounts to a 'natural healing suckiness' dial. If natural healing takes too long, it just becomes another dis-used non-viable/strictly-inferior option. [/QUOTE]
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