Jeff Carlsen
Adventurer
As a basic rule for healing, this works well enough. It's not perfect, but none of it's problems are significant and it creates a certain pace.
That said, I'll never likely use it as is. I'm looking for a healing system that has:
And I want it to remain simple, which is the difficult part. I'm not overly concerned with using healing as a pacing mechanism, but if I can get some pacing benefit without breaking suspension of disbelief, I'm take it.
Hit dice cover some of these, and with modifications could cover others. I'm perfectly okay with using modules to get what I want, but I'd like to see some time spent focusing on these modules.
That said, I'll never likely use it as is. I'm looking for a healing system that has:
- Proportional healing.
- Roll dice for healing.
- A wounds mechanic.
- Slow natural healing.
- Some quick recovery based on stamina.
- Fast, but limited magical healing.
- Consequences for magical healing.
- Magical healing limited to divine magic.
- Magical healing not drawing form the same pool as natural healing.
- No multi-use magical healing items.
And I want it to remain simple, which is the difficult part. I'm not overly concerned with using healing as a pacing mechanism, but if I can get some pacing benefit without breaking suspension of disbelief, I'm take it.
Hit dice cover some of these, and with modifications could cover others. I'm perfectly okay with using modules to get what I want, but I'd like to see some time spent focusing on these modules.