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D&D General Was there ever a time healing as a percentage and not a die amount?

Slit518

Adventurer
Was there ever a time healing was a percentage instead of a die/dice amount?

For some reason I seem to remember healing spells being a percentage, like 10%, 25%, 50%, 75%, etc.

Or am I thinking of a different game?
 

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I looked into it in my house rules for a while because it logically makes sense, but the problem with it is that it tends to make healing way to good in the long run.

And D&D for better or worse tends to run on healing to avoid the problem of a character being out of the game for a lengthy period. D&D assumes you can be seriously injured, but then it also tends to assume that adventuring won't have to stop while the injured party heals. This is necessary assumption because wounds aren't spread evenly around the party and it's not fun for a player's character to be confined to bed while the game continues. But if you make healing too good, and defense trumps attack, then pretty much the only thing that threatens a character is instant death, which tends to be worse than save or die since it's effectively die no save.
 



Was there ever a time healing was a percentage instead of a die/dice amount?
For some reason I seem to rememer healing spells being a percentage, like 10%, 25%, 50%, 75%, etc.
Or am I thinking of a different game?
I used a variant for 1e/2e AD&D in which I defined a 'Light Wound' as a single wound of up to 25% of your hit points. Serious 50%. Critical 75%. The like-named Cure spells could then heal one such wound, or the usual dice amount against multiple smaller wounds, one larger one beyond the spell's capacity, or hp damage that hadn't been tracked wound-by-wound.
I don't recall having a rest/time by percentage, but that may just be because it simply never came up.

In 4e, healing was mostly in Healing Surges, the surge amount was 1/4 your hit points, so that's 25% - but it was just a base amount, you'd likely have something added to it, and non-surge healing was often not surge-denominated - rest & time healing was, as in 5e, 100% overnight.
 
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