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4e Healing was the best D&D healing
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<blockquote data-quote="Neonchameleon" data-source="post: 8038628" data-attributes="member: 87792"><p>This is one of those issues where the designers of 3.0 really didn't know what they were doing and created unforseen side effects. In particular they added the Wand of Cure Light Wounds as an item that cost less than a third of a simple +1 sword (counting the cost of the base masterwork weapon) and that could be made by the PCs. On paper there is only slightly more healing available in 3.0 (and 3.5) than in AD&D but in practice the difference is overwhelming and healing is almost free. 4e has significantly less healing than its immediate predecessor becuase for most purposes healing surges are a cap on the amount of healing available. (One that can be worked round but this takes effort).</p><p></p><p>As for AD&D healing, Saelorn is talking about the 1hp per day natural healing to recover. This was however a theoretical number that assumed that you had that amount of time to spare and the party cleric wasn't champing at the bit to get everyone back to full health in which case only a couple of days of rest were needed.</p><p></p><p>And I fully agree with Saelorn that nobody should ever be indifferent to the possibility of being hurt. I trace that degrading back to the 2e decision to take XP for GP out of the core rules making combat a comparatively far better source of XP. Or possibly to the Obscure Death Rule for the low level Dragonlance modules.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8038628, member: 87792"] This is one of those issues where the designers of 3.0 really didn't know what they were doing and created unforseen side effects. In particular they added the Wand of Cure Light Wounds as an item that cost less than a third of a simple +1 sword (counting the cost of the base masterwork weapon) and that could be made by the PCs. On paper there is only slightly more healing available in 3.0 (and 3.5) than in AD&D but in practice the difference is overwhelming and healing is almost free. 4e has significantly less healing than its immediate predecessor becuase for most purposes healing surges are a cap on the amount of healing available. (One that can be worked round but this takes effort). As for AD&D healing, Saelorn is talking about the 1hp per day natural healing to recover. This was however a theoretical number that assumed that you had that amount of time to spare and the party cleric wasn't champing at the bit to get everyone back to full health in which case only a couple of days of rest were needed. And I fully agree with Saelorn that nobody should ever be indifferent to the possibility of being hurt. I trace that degrading back to the 2e decision to take XP for GP out of the core rules making combat a comparatively far better source of XP. Or possibly to the Obscure Death Rule for the low level Dragonlance modules. [/QUOTE]
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4e Healing was the best D&D healing
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