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4e Healing was the best D&D healing
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<blockquote data-quote="Neonchameleon" data-source="post: 8044613" data-attributes="member: 87792"><p>Slow healing only makes sense if every attack results in physical injury. Which works fine in GURPS, WFRP, Rolemaster, the World of Darkness, and arguably even Fate. But D&D has never had slow healing. You heal your "wounds" in AD&D on a similar timescale to recovering from a stiff athletic competion - days, up to a month. And they don't impede you in anything other than your ability to take further hits, meaning they are less of a problem than fatigue.</p><p></p><p>Calling AD&D healing slow is like calling a 1975 Ford Pinto slow. I mean yes it might take 15 seconds to go from 0-60 but it is still a car rather than a horse or walking. Just because it gets left in the dust by a Ford GT doesn't mean that it's remotely on the scale of human muscle power.</p><p></p><p></p><p></p><p>Fate and Blades in the Dark both use stress to soak consequences. The initial roll is to find out whether you need to burn stress, and if so how much. This works more or less equivalently mechanically to any edition of D&D. Stress is recovered easily in down time, again more or less equivalently to AD&D.</p><p></p><p>The difference with those systems comes when you either run out of stress or choose not to take any more because you'll need it for bigger things. In those cases you take <em>actual</em> injuries.</p><p></p><p>For that matter from memory WFRP works much the same way. Your hit points are fine and easily recoverable but use langauge and mechanics fairly like D&D. Unless it's a critical hit it's nothing serious. But if it's a critical hit or if it's any hit when you have run out of hit points you take actual lasting injury that may be permanent.</p><p></p><p></p><p></p><p>Because D&D is a game that doesn't attempt to model the real world at a personal level. And people don't find long term recovery mechanics to be fun unless they want an acutally gritty game (which D&D isn't in any edition, and this power fantasy has always been part of the point). D&D is a hacked tabletop wargame and the only editions that did anything remotely resembling trying to model anything like the real world were 3.0 and 3.5. (The one exception is that 4e was a rebuilt hacked modern board game rather than being a hacked 1970s tabletop wargame).</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8044613, member: 87792"] Slow healing only makes sense if every attack results in physical injury. Which works fine in GURPS, WFRP, Rolemaster, the World of Darkness, and arguably even Fate. But D&D has never had slow healing. You heal your "wounds" in AD&D on a similar timescale to recovering from a stiff athletic competion - days, up to a month. And they don't impede you in anything other than your ability to take further hits, meaning they are less of a problem than fatigue. Calling AD&D healing slow is like calling a 1975 Ford Pinto slow. I mean yes it might take 15 seconds to go from 0-60 but it is still a car rather than a horse or walking. Just because it gets left in the dust by a Ford GT doesn't mean that it's remotely on the scale of human muscle power. Fate and Blades in the Dark both use stress to soak consequences. The initial roll is to find out whether you need to burn stress, and if so how much. This works more or less equivalently mechanically to any edition of D&D. Stress is recovered easily in down time, again more or less equivalently to AD&D. The difference with those systems comes when you either run out of stress or choose not to take any more because you'll need it for bigger things. In those cases you take [I]actual[/I] injuries. For that matter from memory WFRP works much the same way. Your hit points are fine and easily recoverable but use langauge and mechanics fairly like D&D. Unless it's a critical hit it's nothing serious. But if it's a critical hit or if it's any hit when you have run out of hit points you take actual lasting injury that may be permanent. Because D&D is a game that doesn't attempt to model the real world at a personal level. And people don't find long term recovery mechanics to be fun unless they want an acutally gritty game (which D&D isn't in any edition, and this power fantasy has always been part of the point). D&D is a hacked tabletop wargame and the only editions that did anything remotely resembling trying to model anything like the real world were 3.0 and 3.5. (The one exception is that 4e was a rebuilt hacked modern board game rather than being a hacked 1970s tabletop wargame). [/QUOTE]
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