Voadam
Legend
So I've been thinking about non magical D&D healing.
I dislike having the party dependent on clerics or wands for healing to keep pushing on during adventures. Default D&D has nonmagical healing as a long term rest activity so you have to stop adventuring to get back your hps without magic. The PCs in my games sometimes end up without healers and I want that to be a viable adventuring group for the types of games I like to run. I prefer the party to be able to reasonably keep going and not have to stop after a decent fight whether they have magic or not. I don't mind having magic be superior to nonmagic for healing, but I want a party without a magical healer to be able to adventure reasonably without constant camping.
I currently use reserve points from UA which basically gives PCs 2x the hp they can take for a day but no increase in a single fight. This is an OK solution but the healing end is an issue after the reserve points are used up as you have to heal twice as many hp to be back to full. A party of fighters can go twice as far in a dungeon for one day, then they need to spend twice as long naturally healing up.
I like 4e's healing surge mechanic but don't really want to come up with a formula for how many surges each 3e/d20 class should get. I also like 4e's bloodied as a physical descriptor.
I checked out Monte Cook's BoXM and BoXM II and saw his grace hp mechanics. I remember liking some aspects from there but not the formulas he uses.
So I'm thinking of handling healing as follows:
Total hp are as normal (after applying whatever independent house rules are desired).
Half of these hp are normal, half are temporary hp.
Damage comes off of temp hp first as normal, then once these are gone damage is taken from remaining normal hp.
Normal hp are healed normally through magic or standard non magical healing. Magical healing heals the normal hp wounds first.
Resting briefly (i.e. minutes, not hours) to catch your wind will restore the temp hp. A rate of 1 hp/level will give these temp hp back fully after a couple of minutes.
This means that PCs can go back up to at least 1/2 total hp after fights. Fights with minor damage don't lead to hp attrition, only ones where PCs are down to less than half their hp. Nonmagical parties can reasonably push on when at 75% or so of their hp and keep going with adventures after fights that drop them down to 25% of their total hp. Nonmagical parties have less of a need to stop and camp then. Magical healing still provides a significant advantage, because they can heal hp up to full quickly and heal in combat. Nonmagical parties can handle the same single fights they could under normal rules, they get no extra hp in any single encounter.
This means that encounters are less about the standard wittling away of hp/healing spell resources across an adventuring day and there can be more encounters with challenging foes.
Thoughts? Feedback? Implications you think I've missed or not considered?
I dislike having the party dependent on clerics or wands for healing to keep pushing on during adventures. Default D&D has nonmagical healing as a long term rest activity so you have to stop adventuring to get back your hps without magic. The PCs in my games sometimes end up without healers and I want that to be a viable adventuring group for the types of games I like to run. I prefer the party to be able to reasonably keep going and not have to stop after a decent fight whether they have magic or not. I don't mind having magic be superior to nonmagic for healing, but I want a party without a magical healer to be able to adventure reasonably without constant camping.
I currently use reserve points from UA which basically gives PCs 2x the hp they can take for a day but no increase in a single fight. This is an OK solution but the healing end is an issue after the reserve points are used up as you have to heal twice as many hp to be back to full. A party of fighters can go twice as far in a dungeon for one day, then they need to spend twice as long naturally healing up.
I like 4e's healing surge mechanic but don't really want to come up with a formula for how many surges each 3e/d20 class should get. I also like 4e's bloodied as a physical descriptor.
I checked out Monte Cook's BoXM and BoXM II and saw his grace hp mechanics. I remember liking some aspects from there but not the formulas he uses.
So I'm thinking of handling healing as follows:
Total hp are as normal (after applying whatever independent house rules are desired).
Half of these hp are normal, half are temporary hp.
Damage comes off of temp hp first as normal, then once these are gone damage is taken from remaining normal hp.
Normal hp are healed normally through magic or standard non magical healing. Magical healing heals the normal hp wounds first.
Resting briefly (i.e. minutes, not hours) to catch your wind will restore the temp hp. A rate of 1 hp/level will give these temp hp back fully after a couple of minutes.
This means that PCs can go back up to at least 1/2 total hp after fights. Fights with minor damage don't lead to hp attrition, only ones where PCs are down to less than half their hp. Nonmagical parties can reasonably push on when at 75% or so of their hp and keep going with adventures after fights that drop them down to 25% of their total hp. Nonmagical parties have less of a need to stop and camp then. Magical healing still provides a significant advantage, because they can heal hp up to full quickly and heal in combat. Nonmagical parties can handle the same single fights they could under normal rules, they get no extra hp in any single encounter.
This means that encounters are less about the standard wittling away of hp/healing spell resources across an adventuring day and there can be more encounters with challenging foes.
Thoughts? Feedback? Implications you think I've missed or not considered?