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<blockquote data-quote="Neonchameleon" data-source="post: 9133162" data-attributes="member: 87792"><p>A key part of this question is what was <em>recovery</em> like in older editions. Because 3.0 and 3.5 are not AD&D.</p><p></p><p>Simplifying a <em>lot</em> 1e was about dungeon exploration and testing your luck. There was no serious resting inside the dungeon (giving the inhabitants eight hours to come up with a plan was a bad idea). You basically went in, turned back, and had to do so while keeping enough in the tank to make it back through the wilderness to a home base where recovery took several days. Hit points were consumed and healing was very limited so hit points were a big part of the attrition.</p><p></p><p>2e was mostly about adventure paths so varied a lot.</p><p></p><p>3.0 broke the restrictions. In 3.0 and 3.5 there were hard coded player side rules for crafting and easily buying magic items. And a Wand of Cure Light Wounds with 50 charges cost 750GP or half that and a handful of XP to make. (By contrast a simple +1 weapon cost 2300GP and non magical full plate was I think 1500). With a wand of cure light wounds costing less than a third of a +1 sword (and being far more useful) healing between fights was basically free, which is where we get the idea that fighters always have full hp. Healing surges/5e hit dice and second winds weren't a thing before 4e.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9133162, member: 87792"] A key part of this question is what was [I]recovery[/I] like in older editions. Because 3.0 and 3.5 are not AD&D. Simplifying a [I]lot[/I] 1e was about dungeon exploration and testing your luck. There was no serious resting inside the dungeon (giving the inhabitants eight hours to come up with a plan was a bad idea). You basically went in, turned back, and had to do so while keeping enough in the tank to make it back through the wilderness to a home base where recovery took several days. Hit points were consumed and healing was very limited so hit points were a big part of the attrition. 2e was mostly about adventure paths so varied a lot. 3.0 broke the restrictions. In 3.0 and 3.5 there were hard coded player side rules for crafting and easily buying magic items. And a Wand of Cure Light Wounds with 50 charges cost 750GP or half that and a handful of XP to make. (By contrast a simple +1 weapon cost 2300GP and non magical full plate was I think 1500). With a wand of cure light wounds costing less than a third of a +1 sword (and being far more useful) healing between fights was basically free, which is where we get the idea that fighters always have full hp. Healing surges/5e hit dice and second winds weren't a thing before 4e. [/QUOTE]
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