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*Dungeons & Dragons
2/25/2013 L&L: This Week in D&D
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<blockquote data-quote="KidSnide" data-source="post: 6093407" data-attributes="member: 54710"><p>That's almost right. The goal of the basic set is to capture the feel of BECMI while making the game as newbie-friendly and easy to adopt as possible. (So, for example, the d20 system with ascending AC is better than the BECMI rule because it's easier to understand.) BECMI is the aesthetic core of basic D&DN, but the aesthetics have to be balanced against the typical use of the product: introducing new players to the game.</p><p></p><p>I suspect that Mearls thinks the fast healing is (at least potentially) a good basic set rule because he believes the ability for PCs to get going again after losing hit points is a better default mode of play than requiring multiple days rest to restore hit points without magical healing. As such, he wants the simplest (and closest to BECMI) rule he can find that satisfies this objective.</p><p></p><p>For what it's worth, I mostly agree with Mearls. I don't like this healing rule for my game, since my aesthetic preferences are for serious wounds that are difficult to heal without gameworld-significant resources (that PCs are expected to have). But I think it's a good basic game rule. If I were a PC playing a B1-B12 module, I would want a rule like this so a brief retreat becomes a useful strategy.</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 6093407, member: 54710"] That's almost right. The goal of the basic set is to capture the feel of BECMI while making the game as newbie-friendly and easy to adopt as possible. (So, for example, the d20 system with ascending AC is better than the BECMI rule because it's easier to understand.) BECMI is the aesthetic core of basic D&DN, but the aesthetics have to be balanced against the typical use of the product: introducing new players to the game. I suspect that Mearls thinks the fast healing is (at least potentially) a good basic set rule because he believes the ability for PCs to get going again after losing hit points is a better default mode of play than requiring multiple days rest to restore hit points without magical healing. As such, he wants the simplest (and closest to BECMI) rule he can find that satisfies this objective. For what it's worth, I mostly agree with Mearls. I don't like this healing rule for my game, since my aesthetic preferences are for serious wounds that are difficult to heal without gameworld-significant resources (that PCs are expected to have). But I think it's a good basic game rule. If I were a PC playing a B1-B12 module, I would want a rule like this so a brief retreat becomes a useful strategy. -KS [/QUOTE]
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