Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
The Healing Paradox
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Crazy Jerome" data-source="post: 5946356" data-attributes="member: 54877"><p>One possible death spiral structure which might be more acceptable in D&D is to basically divide damage effects and healing into two broad categories:</p><ul> <li data-xf-list-type="ul">Normal hit point damage is easy come, easy go. You take it all the time, and you get it back very easily and cheaply. Certain magic may work, but it is readily available and doesn't eat into other resources. Some of it may take time to use, but the scale is more tactical than strategic.</li> <li data-xf-list-type="ul">Death spiral damage is relatively rare, but hard to fix. It takes magic or a lot of time to do it, and the magic is expensive--expensive enough that you might hesitate to use it.</li> </ul><p>In such a system, spells like "cure light wounds" are used to take away a bit of whatever the death spiral effect is. If you are getting cumulative -1 penalties to checks as you get wounds, the "cure light wounds" spell will take one of these off, at the expense of not having that spell, and probably some kind of gold cost too. Meanwhile, potions come in both versions--one that works a lot like CLW and costs a fortune, and some others that are almost as cheap as wine and bring back hit points.</p><p> </p><p>The balancing act comes around the idea that healing magic and/or dedicated expensive resources is used to stave off the death spiral for a time and/or mititgate it. This is what allows you to keep going, and can gradually be worn down. Meanwhile, you can top off hit points easily, but it's possible for you to get into a tactical situation where you can't get back to full. For example, the cleric may have an "at-will" hit point restorer that does 1d4 per hour, or something like that.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5946356, member: 54877"] One possible death spiral structure which might be more acceptable in D&D is to basically divide damage effects and healing into two broad categories: [LIST] [*]Normal hit point damage is easy come, easy go. You take it all the time, and you get it back very easily and cheaply. Certain magic may work, but it is readily available and doesn't eat into other resources. Some of it may take time to use, but the scale is more tactical than strategic. [*]Death spiral damage is relatively rare, but hard to fix. It takes magic or a lot of time to do it, and the magic is expensive--expensive enough that you might hesitate to use it. [/LIST]In such a system, spells like "cure light wounds" are used to take away a bit of whatever the death spiral effect is. If you are getting cumulative -1 penalties to checks as you get wounds, the "cure light wounds" spell will take one of these off, at the expense of not having that spell, and probably some kind of gold cost too. Meanwhile, potions come in both versions--one that works a lot like CLW and costs a fortune, and some others that are almost as cheap as wine and bring back hit points. The balancing act comes around the idea that healing magic and/or dedicated expensive resources is used to stave off the death spiral for a time and/or mititgate it. This is what allows you to keep going, and can gradually be worn down. Meanwhile, you can top off hit points easily, but it's possible for you to get into a tactical situation where you can't get back to full. For example, the cleric may have an "at-will" hit point restorer that does 1d4 per hour, or something like that. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
The Healing Paradox
Top