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The Healing Paradox
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<blockquote data-quote="jrowland" data-source="post: 5954585" data-attributes="member: 94389"><p>Interesting thread...my eyes started to bleed about page 10, but still a good read.</p><p></p><p>This thread reminds me of my favorite Christmas movie: Die Hard. John McClane takes a lickin' but he still kicks ass. The dude ran across broken glass, slicing his feet up pretty bad, but one short rest later he is good to go. Quick healing indeed.</p><p></p><p>But I am also reminded of Sir Henry Morton Stanley and his expeditions into the heart of Africa. The exploration side of D&D loves this sort of thing: Outfit the characters and move into the great unknown facing environmental hazards, monsters, and restless natives. The slow death of disease and poisons/toxins, the attrition of supplies, and lack of "civilized" habitation lead to a steady decline. In games terms, daily rejuvenation kills this concept.</p><p></p><p>From a gamist perspective, what we have here is a resource (hit points) that are absolutely necessary for continued play. When that resource is depleted to a point where the players only option to replenish them is a Long Rest, it <em>can</em> break the verisimilitude/flow of the game. In order to "press on" as it were, there needs to be some way to replenish that resource "in-situ". We have clerics and magical healing, but is it enough to "press-on" for a whole chapter/adventure? Is it enough at all levels of play? Is a cleric necessary? I think the consensus is that its insufficient. So we have the OPs paradox ( or is it pair-o-docs?).</p><p></p><p>I personally hope the D&D Next allows one to "dial" this resource, not just game to game, but IN GAME as the story needs dictate. I don't expect such dial to be "core", but rather I should be able to dial, in my game, a John McClane assault against the terrorist in the tower in one adventure, and switch to a expedition into The Heart of Darkness for another.</p><p></p><p>I think Most recognize that a 2 resource is likely the most elegant solution. Truth is, D&D Next has it: Hit Points and Hit Dice. As an idea, and this of the top of my head, so not balanced, but allow a "surge" like heal at the end of a short rest: basically heal 1/4 Max HP without using a HD. This covers the proportion of HP that is considered "fatigue". This helps keep the party going without expending resources. You can still use HD if you need more, and of course magic healing. At the end of a long rest you automatically heal 1/2 Max HP. You also regain 1/2 of Max HD (min 1). This allows for *some* attrition to persist over night, but not so much as to make recovery too onerous. </p><p></p><p>Here is where the dials come in: Because the numbers are some fraction of a total, DMs can modify according to taste. Lower or increase the fraction of healing. </p><p></p><p>I think adding a "push-on" carrot helps too. For example, gain a "Fate" point for every "Nat 20" rolled on any check. "Fate" can be banked during a day, but resets to zero after a long rest. Spend "Fate" to</p><p>1) recover a spent spell (level = fate spent)</p><p>2) regain one HD per fate spent</p><p>3) Add damage to an attack (5hp per fate spent)</p><p>4) add hp to a healing spell (5hp per fate spent)</p><p>5) gain advantage on a roll (2 fate spent)</p><p>6) impose disadvantage on a roll (2 fate spent)</p><p>etc...</p><p></p><p>My 2 cp</p></blockquote><p></p>
[QUOTE="jrowland, post: 5954585, member: 94389"] Interesting thread...my eyes started to bleed about page 10, but still a good read. This thread reminds me of my favorite Christmas movie: Die Hard. John McClane takes a lickin' but he still kicks ass. The dude ran across broken glass, slicing his feet up pretty bad, but one short rest later he is good to go. Quick healing indeed. But I am also reminded of Sir Henry Morton Stanley and his expeditions into the heart of Africa. The exploration side of D&D loves this sort of thing: Outfit the characters and move into the great unknown facing environmental hazards, monsters, and restless natives. The slow death of disease and poisons/toxins, the attrition of supplies, and lack of "civilized" habitation lead to a steady decline. In games terms, daily rejuvenation kills this concept. From a gamist perspective, what we have here is a resource (hit points) that are absolutely necessary for continued play. When that resource is depleted to a point where the players only option to replenish them is a Long Rest, it [I]can[/I] break the verisimilitude/flow of the game. In order to "press on" as it were, there needs to be some way to replenish that resource "in-situ". We have clerics and magical healing, but is it enough to "press-on" for a whole chapter/adventure? Is it enough at all levels of play? Is a cleric necessary? I think the consensus is that its insufficient. So we have the OPs paradox ( or is it pair-o-docs?). I personally hope the D&D Next allows one to "dial" this resource, not just game to game, but IN GAME as the story needs dictate. I don't expect such dial to be "core", but rather I should be able to dial, in my game, a John McClane assault against the terrorist in the tower in one adventure, and switch to a expedition into The Heart of Darkness for another. I think Most recognize that a 2 resource is likely the most elegant solution. Truth is, D&D Next has it: Hit Points and Hit Dice. As an idea, and this of the top of my head, so not balanced, but allow a "surge" like heal at the end of a short rest: basically heal 1/4 Max HP without using a HD. This covers the proportion of HP that is considered "fatigue". This helps keep the party going without expending resources. You can still use HD if you need more, and of course magic healing. At the end of a long rest you automatically heal 1/2 Max HP. You also regain 1/2 of Max HD (min 1). This allows for *some* attrition to persist over night, but not so much as to make recovery too onerous. Here is where the dials come in: Because the numbers are some fraction of a total, DMs can modify according to taste. Lower or increase the fraction of healing. I think adding a "push-on" carrot helps too. For example, gain a "Fate" point for every "Nat 20" rolled on any check. "Fate" can be banked during a day, but resets to zero after a long rest. Spend "Fate" to 1) recover a spent spell (level = fate spent) 2) regain one HD per fate spent 3) Add damage to an attack (5hp per fate spent) 4) add hp to a healing spell (5hp per fate spent) 5) gain advantage on a roll (2 fate spent) 6) impose disadvantage on a roll (2 fate spent) etc... My 2 cp [/QUOTE]
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