OSR Healing tweak - proportionality

Mannahnin

Scion of Murgen (He/Him)
One of the perennial issues I've had with D&D is how Fighters and other high-HP characters take longer and more resources to heal up than do M-Us and other low-HP characters. We squint past it, but it seems more plausible and intuitive that for any given injury (whether actual/physical, or virtual/exhaustion/luck), a person in robust health* and one's who's experienced at taking hits will tend to recover faster from and be less debilitated by them than a person who's physically weaker and less-trained. But the rules make it so that the opposite is true.

Similarly, by making healing spells and potions and natural recovery values all unrelated to the character's max HP, we get the counterintuitive effect that it takes longer and more resources for a higher level character to recover from injury or exhaustion than it does for a lower level one. At d3HP per day for resting a 1st level OSE Fighter is basically guaranteed to be healed up after a week's rest, whereas a high level one is likely to require several (unless a friendly Cleric is available to play healbot). We can rationalize that by arguing that the higher level fighter actually sustained more serious wounds which his greater skill and toughness enabled him to fight through, but the narrative nature of HP really suggests the opposite. If a 9 HP M-U and a 27 HP Fighter are both struck by an Ogre for 8 HP of damage, we know the M-U is close to death, but the Fighter clearly is not. And ironically Cure Light Wounds is capable of healing the M-U from 11% to 89% of his max HP, but not of completely healing the Fighter of what is literally a light wound, likely a scratch or bruise per the explanations of what HP are going back to Gary at least as far back as 1977.

5E addresses this concern to some extent, between long rests being full recovery for everyone, and using your Hit Dice as the dice you roll for HP recovery on short rests, though it sometimes runs into the same issue (Healing Potions or Song of Rest, for example, being proportionally more effective on Wizards than on Fighters). 4E, of course, made most healing proportionate to HP, with the Healing Surge mechanic. ShadowDark doesn't quite address the first concern, although it makes the Cure Wounds spell and Potions of Healing have effectiveness go up with level, which does help with the second.

Anyway, all this long preamble is just to give context for a relatively simple idea I've been mulling over- making potions and cure spells proportionate to HD and HP in old school games.

The current idea I'm toying with is that the base value of a Cure Light or Potion of Healing, instead of being d6+1 in B/X or OSE, would be a d8 base for a Fighter or Dwarf, a d4 for an MU or Thief, and a d6 for everyone else. The plus value would be 1/4 of the character's max HP, rounding down. Cure Serious would instead do two dice plus 50% of the character's max HP.

One other benefit that just occurred to me would be that in slot-based encumbrance systems, healing potions also retain proportionate value for the slots they take up.

Whatcha think?

*(I get that Con does factor in, in some editions, like 3E and 5E)
 

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I've looked at it and pursued the ideas you are thinking of here and the problem is that game balance is so negatively impacted that any advances in realism are greatly outweighed by reduced playability.

Simply put, if healing scales to the recipient of the heal rather than the power of the healer, then healing just gets to be too good, with healing support of a particular level greatly being able to overcome what attacking at a particular level can produce.

I think you could have a little micro scaling where it cured a number of HD worth of damage and so the random part was scaled to the recipient. So a cure light on an M-U would heal 1d4 while on a fighter would heal 1d8 (or whatever HD your fighter uses) and a cure serious an on M-U would heal 3d4 and on a fighter would heal 3d8. But scaling with the hit points of the target would I think go too far. I could see this as an interesting class ability though in a situation where high level fighters aren't keeping up with spellcasters, where they have a class ability at like 10th level that says, "When receiving magical healing a Lord heals an addition HD worth of hit points.", but that I feel is only worth it if you feel fighters are losing their shine. In a typical OSR game, that is rarely true.
 


Congratulations, you have reinvented healing surges from 4e.
No, if I was reinventing healing surges there'd be a limit on them*. You did see where I mentioned 4E Healing Surges, right?

I did hear recently that Worlds Without Number limits healing by having a Stress stat which you accumulate as you receive healing, and that you can only clear out your stress by resting and recuperating in a town/safe base. Which is interesting, to see a nuSR game borrowing another idea from 4E.

*(edit: And characters would be able to Second Wind or something, rather than relying on magic)
 
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I'm hugely in favor of this idea. In fact, when I was experimenting with my "D&D variant" I did exactly this thing (and it was of course, inspired by 4e and WWN). Healing proportional to total hit points and healing "surges" limited by a resource that can only be replenished in a safe haven.
 

I've looked at it and pursued the ideas you are thinking of here and the problem is that game balance is so negatively impacted that any advances in realism are greatly outweighed by reduced playability.

Simply put, if healing scales to the recipient of the heal rather than the power of the healer, then healing just gets to be too good, with healing support of a particular level greatly being able to overcome what attacking at a particular level can produce.
Interesting. I wouldn't think this would be a major issue in TSR editions or clones of same simply because there isn't that much healing available in the first place.

It's true that Cure Light would be much stronger, and maybe that would be a real problem in AD&D since 1e and 2e give bonus spells for high Wisdom, but Cure Serious was always behind the curve (2d8+1 for a 4th level slot? Yeesh). I remember when we used to play 2e it was a common house rule to add Cure Moderate Wounds as a 2nd level spell, to give PCs more healing. But that had the downside of encouraging Cleric PCs to devote an even higher percentage of their spell slots to Cures, exacerbating the sense of them being "heal-bots".

In the long term old school game I ran most recently, the players burned a LOT of low level healing potions, which I made affordably available in part as a money sink. But the action economy on them wasn't very good for in-combat healing.
 

No, if I was reinventing healing surges there'd be a limit on them. You did see my reference to 4E, right?

I did hear recently that Worlds Without Number limits healing by having a Stress stat which you accumulate as you receive healing, and that you can only clear out your stress by resting and recuperating in a town/safe base. Which is interesting, to see a nuSR game borrowing another idea from 4E.
There is always going to be a limit on them, on the character side, healing surges. On the inventory side, potions or on the healer side slots.
How is the stress mechanic different in practise from healing surges? Or can you accumulate infinite stress?
 


@Nikosandros can you give any more details? I still don't have WWN and just heard about that mechanic this week.
In WWN, you have "strain" equal to your con. You recover 1 point per night of sleep. First aid costs strain and, usually, magical healing does as well. Natural recovery does not cost strain. Keep in mind that my experience with WWN is very limited, so I'm no expert on the system.
 

It looks good at first blush. Though I'd make it easier by just going with Hit Dice + level or + CON mod as the baseline and scale up from there. Basically simplify the math just for ease of use.
 

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