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Healing in Combat
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<blockquote data-quote="Crazy Jerome" data-source="post: 5962123" data-attributes="member: 54877"><p>I'll also point out that surges are a method to limit healing by character over a timeframe, but not the only way to put caps on healing. </p><p> </p><p>You could, for example, say that healing doesn't stack. You roll a 4 on a CLW spell. You record that you've been healed for 4 and gain that many hit points. Later, get healed again for 7. You adjust your heal max up to 7 and gain the difference, 3 in this case. Fairly rapidly, CLW doesn't do anything for you. </p><p> </p><p>Naturally such a system has to have healing that scales a bit more than traditional, with upper level cures and/or rituals being fairly impressive to do anything at all. Instead of per day flat limits, you have a per day decrease in your healing max limit. This means that characters that are really beat up <strong>can</strong> be healed by to full with very impressive magic, but not by a string of lesser cures. Moreover, even when such a character is healed by impressive magic, their hit points are back, but their capacity for subsequent healing is put off that much longer. Healing is a short term fix for emergencies (like being in a dungeon) or a life-saving measure (when dying), but eventually you must rest.</p><p> </p><p>The problem with such a system is handling time in game. I've explained it as above for clarity (I hope <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" />), but it would need to be somewhat streamlined and compromised in practice to make it easy to manage.</p><p> </p><p>Presumably, for a feel more congruent with D&D traditions, you'd leave the basic healing magic fairly wide open. You can readily get CLW wands or at least potions, because they can only do so much. Then you get really strict with the more powerful spells and rituals which heal much more, or in some cases even lower your limit. Something like a <em>heal</em> spell might pull you back to almost full and reset your limit.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5962123, member: 54877"] I'll also point out that surges are a method to limit healing by character over a timeframe, but not the only way to put caps on healing. You could, for example, say that healing doesn't stack. You roll a 4 on a CLW spell. You record that you've been healed for 4 and gain that many hit points. Later, get healed again for 7. You adjust your heal max up to 7 and gain the difference, 3 in this case. Fairly rapidly, CLW doesn't do anything for you. Naturally such a system has to have healing that scales a bit more than traditional, with upper level cures and/or rituals being fairly impressive to do anything at all. Instead of per day flat limits, you have a per day decrease in your healing max limit. This means that characters that are really beat up [B]can[/B] be healed by to full with very impressive magic, but not by a string of lesser cures. Moreover, even when such a character is healed by impressive magic, their hit points are back, but their capacity for subsequent healing is put off that much longer. Healing is a short term fix for emergencies (like being in a dungeon) or a life-saving measure (when dying), but eventually you must rest. The problem with such a system is handling time in game. I've explained it as above for clarity (I hope :p), but it would need to be somewhat streamlined and compromised in practice to make it easy to manage. Presumably, for a feel more congruent with D&D traditions, you'd leave the basic healing magic fairly wide open. You can readily get CLW wands or at least potions, because they can only do so much. Then you get really strict with the more powerful spells and rituals which heal much more, or in some cases even lower your limit. Something like a [I]heal[/I] spell might pull you back to almost full and reset your limit. [/QUOTE]
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