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Healing in Combat
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<blockquote data-quote="Crazy Jerome" data-source="post: 5961419" data-attributes="member: 54877"><p>Scale healing to hit points--not 1:1, but proportional. Everyone can do damage, some better than others with particular means. So everyone should be able to heal, some better than others with different means. Make the cleric a better healer insstead of "the healer." Have rough categories:</p><ul> <li data-xf-list-type="ul">Poor healing - based on d4s.</li> <li data-xf-list-type="ul">Standard healig - based on d6s.</li> <li data-xf-list-type="ul">Good healing - based on d8s (cleric goes here).</li> </ul><p>Pick some kind of theme or ability that fits, go up a die size. So now a cleric dedicated to healing uses d10s. Generally, more powerful healing should grant more dice instead of straight mods, because that will also scale better.</p><p> </p><p>This won't solve the fundamental problems, but it will handle some of the stuff around the edges, while bringing the rest some clarify. It will make healing less "all or nothing" as with old clerical-only healing, while also scaling in ways that make sense with the rest of the game.</p><p> </p><p>Second, either accept that "wearing down" is a goal of some play or it isn't. If it is, then individual challenges need to be not so tough, because the point is not to be in real danger of getting killed, but losing a few hit points before the next fight. When in this mode, make sure that healing resources come back on the same schedule as other resources, and that this schedule is mutable with the style of the story. If you travel for weeks at a time and occasionally get into a scrape, it may even be months.</p><p> </p><p>OTOH, when "wearing down" is not a goal of play, don't worry about this part. Individual fights will be serious business--and this means inherently that someone may be left in bad shape, unable to go on, and thus the party will if at all possible, hole up and rest. </p><p> </p><p>What you can't have with D&D healing is the pretense that "every fight is serious business" and at the same time the party goes into a big dungeon or wilderness trek where they may have fight after fight, but not "bounce back" healing. They "wear down" or they don't. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5961419, member: 54877"] Scale healing to hit points--not 1:1, but proportional. Everyone can do damage, some better than others with particular means. So everyone should be able to heal, some better than others with different means. Make the cleric a better healer insstead of "the healer." Have rough categories: [LIST] [*]Poor healing - based on d4s. [*]Standard healig - based on d6s. [*]Good healing - based on d8s (cleric goes here). [/LIST]Pick some kind of theme or ability that fits, go up a die size. So now a cleric dedicated to healing uses d10s. Generally, more powerful healing should grant more dice instead of straight mods, because that will also scale better. This won't solve the fundamental problems, but it will handle some of the stuff around the edges, while bringing the rest some clarify. It will make healing less "all or nothing" as with old clerical-only healing, while also scaling in ways that make sense with the rest of the game. Second, either accept that "wearing down" is a goal of some play or it isn't. If it is, then individual challenges need to be not so tough, because the point is not to be in real danger of getting killed, but losing a few hit points before the next fight. When in this mode, make sure that healing resources come back on the same schedule as other resources, and that this schedule is mutable with the style of the story. If you travel for weeks at a time and occasionally get into a scrape, it may even be months. OTOH, when "wearing down" is not a goal of play, don't worry about this part. Individual fights will be serious business--and this means inherently that someone may be left in bad shape, unable to go on, and thus the party will if at all possible, hole up and rest. What you can't have with D&D healing is the pretense that "every fight is serious business" and at the same time the party goes into a big dungeon or wilderness trek where they may have fight after fight, but not "bounce back" healing. They "wear down" or they don't. :) [/QUOTE]
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